ProudCipherMedia Posted July 13, 2019 (edited) Hello! My name is Eric, and I'm the director of Proud Cipher Media Group. I decided to make an official account for our group on my favorite Doom related site so I can share our first modification for Doom. Created by our lead programmer, Gordon, Fury's Sky is a standalone IWAD running in GZDoom 4.1.3 or later. Have you ever played any of the Afterburner, Starfox or Ace Combat games? Well, we decided that we wanted to build one of our own... in GZDoom. Gordon is updating Fury's Sky very regularly, and each update brings the game another massive step forward, and we would really appreciate having some feedback from our favorite gaming community to improve it further. I'll let the creator and mastermind behind it tell you more. Gordon's ZDoom: Johnny B. Getgoode 1000 years have passed since the time of the Hero, Sir Levin. Wielding a mysterious energy, and advanced flying machines capable of utilizing it, Levin's forces quashed the warring Nations of Old, and brought peace to the new World-Nation. But it was not to last. As time passed, the Nations of Old resurfaced, bearing the energy that been used against them in ages past. They shattered the territory of the World-Nation into pieces, carving swathes of the land for themselves. However, they did not do this on their own. Fearing the coming of a second Hero, the Nations turned to mercenaries to act on their behalf and carry the pretense of global peace. One such mercenary company was the Yellow Jackets. Acting as the regional army and air force for the great Kingdom of Liefton, the Yellow Jackets bore a code of honor atypical of the cutthroat bands typically employed by sovereign nations. Their commitment to virtue, and their growing influence in the region, lent themselves many enemies among rival nations and mercenaries alike. This is their story. DOWNLOAD FURY’S SKY Download here: Fury’s Sky Current Version: 0.16.0 How to run Fury's Sky Spoiler Grab the latest GZDoom (version 4.1.3 or later) from the main zdoom.org page. Stick the IWAD in the same directory as GZDoom. Run GZDoom. Select "FURYDEMO" from the available IWADS. Profit. "Fury's Sky has been my pet project since October of 2018, when I first tried to implement a plane in GZDoom. That singular attempt would lead to something resembling a game being made, and I'm thrilled to share my progress with you all. This game will be a standalone total conversion, meaning that it does NOT require any of the Doom or Doom Engine WADs to run. Just get GZDoom, and the IWAD for Fury's Sky, and you'll be set. The game will have a full featured single player campaign with a variety of aircraft to fly (8 are currently planned), as well as a smorgasbord of mission types. The game will also feature an upgrade system, allowing you to tweak your aircraft's stats to your heart's content." - Gordon Whaley, Lead Developer at Proud Cipher Media Group Mechanics: This game is a linear flight action game. You are given a mission inside a hangar, you choose your plane and weaponry, complete the mission, and then move on to the next one. The demo version linked in this thread has the first three levels, so you can get a sense of what its like. Flying Yaw and pitch is controlled by mouselook (though keybinds are available if that's your thing). Throttling and tilting the craft is done on the keyboard. The flight engine is designed that moving your mouse left or right and stopping will cause the plane to bank and continue going in that direction. This is done to make flying and chasing targets easier. If you've played War Thunder, it's a simplified version of that type of scheme. Airbraking Unique to Fury's Sky is a mechanic called the Airbrake. Similar to the turret mode mechanic from Strike Vector, this ability lets you stop the plane at any speed and look around freely by holding down a key. When you release the key, the plane resumes flying. Advanced players can use this mechanic to stop, quickly change direction, and continue flying, making flight through small tunnels trivial. Additionally, airbraking generates a field that blocks projectiles, so it can be used defensively as well. Be warned, however, that holding an airbrake drains your plane's energy. Energy and Charge Every plane has an energy supply that they draw from to shoot, airbrake, and perform special maneuvers. Different weapons and actions will draw energy at different rates, and once energy is drawn, you must wait for a brief moment until it begins to replenish. If you have no energy, you cannot shoot or airbrake, so be careful! Additionally, a plane can utilize charge to repair themselves mid-flight. Charge is normally acquired through pickups dropped by defeated enemies. Different enemies grant different amounts of charge. Once you have some charge, you can press a key to restore your health proportional to the amount of charge used. Holding down the key uses more charge. Special Maneuvers Planes can also use energy to perform incredible feats of flying prowess. There are two types of special maneuvers available. By holding the maneuver key and pressing either throttle up or throttle down, you can execute a somersault either up or down respectively. By holding the maneuver key and pressing tilt left or tilt right, you can execute a lateral roll that propels your plane sideways. These maneuvers consume small amounts of energy. Flyable planes: F/I-8 Enforcer A common plane employed by both mercenaries and national armies. Uses standard, yet potent armaments. Min Speed: 15 UPT Max Speed: 45 UPT Manueverability: High Starting Hull: 120 Max Hull: 160 Primary Weapon Options: 1. Force Cannon: A moderately-damaging energy bolt with a good rate of fire 2. Corrosion Cannon: A bolt that eats away at the hull of a target on impact. Slow rate of fire. 3. Hounding Cannon: A slow-moving a round that circles the target it hits. Can bounce between targets as well. Secondary Weapon Options: 1. Force Missile: A homing missile with good tracking and damage. Requires a lock to fire. 2. Blast Missile: A homing missile that explodes on impact. Requires a lock. 3. Splinter Missile: Fires a volley of three missiles that spread out and encircle a target. Does heavy damage if all the missiles connect. A/B-37 Condor A large fighter and close air support platform brimming with firepower. Tough to take down. Min Speed: 12 UPT Max Speed: 36 UPT Manueverability: Poor Starting Hull: 180 Max Hull: 235 Primary Weapon Options: 1. Scatter Pulse: Fires a buckshot spread of energy bolts. Less effective at range. 2. Spread Pulse: Fires a spread of energy bolts in a set pattern. 3. Backdraft Pulse: Fires a single shot that releases small homing shards away from the direction of travel upon impact. Secondary Weapon Options: 1. Force Bolt: A cannon that rapidly fires projectiles. Less effective at range. 2. Flak Shell: A round that creates an explosion after a set flight time. The blast can hit multiple targets. 3. Displacement Shot: A large, heavily-damaging projectile that pushes any incoming rounds away. F/A-22 Gungnir An exotic, powerful fighter specializing in homing weaponry Min Speed: 14 UPT Max Speed: 42 UPT Manueverability: Average Starting Hull: 150 Max Hull: 190 Primary Weapon Options: 1. Trident Missile: A volley of three missiles launched towards a locked target. Can be dumb-fired. 2. Comet Missile: A slow homing missile that spreads smaller homing shards as it travels. Can be dumb-fired. 3. Blast Missile: A homing missile that created a radial explosion on impact. Can be dumb-fired. Secondary Weapon Options: 1. Heavy Torpedo: An extremely powerful missile that destroys all but the beefiest targets. Requires a lock to fire. 2. Remote Torpedo: An unguided missile that explodes violently. Holding down the fire button prevents the missile from exploding and increases travel time. 3. Trident Missile: A volley of three missiles launched towards a locked target. Can be dumb-fired. I-54 Locust An interceptor favored by elite pilot squadrons. Very fast, but with very poor maneuverability. Min Speed: 20 UPT Max Speed: 60 UPT Manueverability: Poor Starting Hull: 140 Max Hull: 180 Primary Weapon Options: 1. Accelerating Shot: Fires a spread of fast projectiles over a long distance. The speed and number of projectiles are increased when moving at high speeds. 2. Rending Orbiter: Two energy spheres are deployed around the craft. Enemy planes that make contact will be damaged, and the Locust's hull will be repaired on contact as well. 3. Destruction Pulse: Emits a short-range shock wave. More likely to destroy an enemy craft the closer the Locust is before triggering. Secondary Weapon Options: 1. Proximity Mine: An immobile energy sphere that explodes when an enemy flies near it. 2. Accelerating Shot: Fires a spread of fast projectiles over a long distance. The speed and number of projectiles are increased when moving at high speeds. 3. Tractor Beam: A medium range pulse that pulls enemies closer to the Locust, allowing for close range strikes. F-63 Scarab A small, yet capable dogfighter utilizing a powerful laser beam. Min Speed: 20 UPT Max Speed: 40 UPT Manueverability: Average Starting Hull: 130 Max Hull: 170 Primary Weapon Options: 1. Laser Beam: Fires a continuous stream of energy. Highly damaging, but drains energy very fast. Secondary Weapon Options: 1. Absorption Beam: Fires a short linear pulse that replenishes Energy to full when it hits a target. 2. Absorption Pulse: Emits a radial strike that replenishes Energy. Most effective when multiple enemies are near you. 3. Redirection: Spends a small amount of Charge to maximize Energy for 3 seconds. X-101 Hatchet A fast, nimble craft with a powerful short-range attack. Requires the best of its pilots. Min Speed: 20 UPT Max Speed: 50 (75) UPT Manueverability: High Starting Hull: 130 Max Hull: 185 Primary Weapon Options: 1. Charge: Accelerates the plane to 1.5x max speed. Any enemies in the way will be damaged during this time. Hitting enemies will also grant Charge and health, as well as a 2-second invulnerability window. Secondary Weapon Options: 1. Lotus Strike: 8 homing missiles are emitted from all sides of the plane. Consumes Charge to use. 2. Judgment Ray: Fires a potent burst of energy over a long distance using stored Charge. Hold down the button to use more Charge and power up the beam. 3. Immolation Peal: Releases an immobile energy sphere that discharges at nearby enemies. Hold down the fire button to increase the time it lingers using Charge. X/A-86 Gemini A large, potent fighter featuring a never-before-seen turret drone. Min Speed: 12 UPT Max Speed: 36 UPT Manueverability: Poor Starting Hull: 180 Max Hull: 220 Primary Weapon Options: 1. Force Cannon: A moderately-damaging energy bolt with a good rate of fire 2. Scatter Pulse: Fires a buckshot spread of energy bolts. Less effective at range. 3. Blast Bullet: A high velocity round that explodes on impact. Secondary Weapon Options: 1. Detach: Releases the turret from the main craft. The turret will hover in place and shoot at enemies. It can be retrieved by flying close to it. It may use any of the Gemini's primary weapon options, and can even use a different weapon than the Gemini. X/F-19 Vesper An experimental fighter equipped with a revolutionary space distortion module, allowing it to evade attacks. Min Speed: 20 UPT Max Speed: 40 UPT Manueverability: Average Starting Hull: 140 Max Hull: 180 Primary Weapon Options: 1. Force Cannon: A moderately-damaging energy bolt with a good rate of fire. 2. Scatter Pulse: Fires a buckshot spread of energy bolts. Less effective at range. 3. Mini Flak Shell: A round that creates an explosion after a set flight time. The blast can hit multiple targets. Secondary Weapon Options: 1. Warp Counter: Become invincible for 1 second. If attacked during this period, the plane teleports behind the attacker. 2. Barrage Counter: Become invincible for 1 second. If attacked during this period, homing missiles are launched out the front. 3. Rearm Counter: Become invincible for 1 second. If attacked during this period, the Vesper gains health and charge. Changelog: Spoiler Version 0.1.0 Initial release. Version 0.2.0 Tweaked the gunsight so that it adjusts to close range targets. Added a visual for the Locust's tractor beam and reworked it to be more useful. Tweaked projectile spawn points for all planes. Raised starting CP from 2000 to 9999 (Go nuts, boyos!) Version 0.3.0 Enemy and Ally AI significantly improved (less likely to get stuck in walls, for example). Version 0.4.0 Fixed an issue that caused ally AI to be hostile. Version 0.6.0 Fixed death animations for all enemies. Increased gains from health and handling upgrades for all planes. In addition, Condor and Hatchet get more from health upgrades than other planes. Version 0.7.0 Reworked the airbrake shield to be more consistent and effective. Scarab laser and locust Tractor Beam can now hit multiple targets (needed for shield code to work). Reworked the exhaust SFX to be less obtrusive. Version 0.8.0 Fixed the interaction between the airbrake shield and lock-on weapons. Version 0.9.0 Small improvements to AI. Preliminary work on hangar menu improvements. MAP 01 has been fleshed out a bit more (past saves will no longer work due to changes). Version 0.10.0 Vastly improved scripting and geometry (like slopes) for MAP02 and MAP03. Version 0.11.0 Improved textures on MAP02. Player planes and small enemies have brand new textures.'' Version 0.12.0 Revamped main menu. Added TITLEPIC. Tweaked mission success/failure states. Tweaked player death sequence. Changed Condor spawn locations on MAP03. Fixed an issue with the Levinfield's patrol route on MAP03. Version 0.13.0 Added new lighting effects to actors and maps. Added contrails to all player planes. Contrails will appear when the plane is moving fast enough. Added a new lateral roll that replaces the Quick-180. Version 0.14.0 Made adjustments to the camera during somersaults and barrel rolls. Replaced the Rear View with a Free Camera mode. Changed the font to make text more readable. Version 0.14.1 Added more graphics options (including Vulkan functionality) to the Video Options menu. Tweaked briefing dialog for Mission 1. Version 0.14.2 Added new sound effects and MAP02 music Version 0.14.3 Added a slew of sound effects. Made some AI improvements. Tweaked briefing and mission dialog Slight changes to MAP02 Version 0.14.4 Fixed looping issue with engine sounds. Version 0.14.5 Added more sound effects. Replaced environment textures with less busy and more consistent ones. Version 0.14.6 Reduced the volume on engine noise. Reworked the Enforcer and Gungnir’s lock-on weapons to be more consistent. Lock on weapons now have a visual indicator to lock on to targets (it’s a laser sight!) Added BGM for MAP01 Improved collision detection for AI (still not perfect though). Reworked Locust AI and attack patterns to be more deadly and aggressive. Increased the hitbox for both Displacement Shot and Rending Orbiters. Fixed an issue with the Locust’s tractor beam that caused it to collide with certain trapped targets. Lifetime of spawned Backdraft Pulse projectiles increased. Dumb-fire removed for Trident Missile and Blast Missile(Gungnir). Lock-on removed for Comet Missile. Levinfield’s bridge now glows red when attacked. Version 0.14.7 Fixed an issue preventing the game from running on 3.8 vintage and lower. Version 0.14.8 Sweeping balance changes for Enforcer, Vesper, Gemini, Scarab, and Hatchet. MAP 01 music removed. Misc. changes in preparation for new levels. Version 0.14.9 Reduced Energy consumption for Force Cannon on Enforcer, Gemini, and Vesper. Improved textures for Levinfield and Courier Altered portions of map geometry on MAP01 and MAP03 Version 0.15.0 Added a tutorial level for new players. Added enemy turrets on MAP01 and friendly turrets on MAP03 Reduced the aggressiveness of AI Locusts. Added new gunsight/crosshair Version 0.15.1 Fixed a major issue that caused enemies to not spawn in maps. Version 0.15.2 Added menu theme. Added new TITLEPIC Fixed an issue with certain weapons from the Condor not going through the airbrake shield. Version 0.15.3 Added ambient noise/sound effects to hangar Tweaked Enforcer’s Hounding Cannon to be more consistent. Added shadows for flying actors. Added Bonus Objectives for all levels. Tweaked on-screen text to be more readable. Version 0.15.4 Tweaked weapon damage values. Removed debug code from MAP02 transport. Version 0.16.0 Improved enemy AI Redid MAP03 and tutorial map geometry Added a new gunsight graphic Added a sound sequence for the door in MAP01 Added hangar music and boss music Balance changes and tweaks. Reworked collision code Reworked free camera controls. Screenshots: Spoiler If you'd like to see our other projects, visit our website at proudcipher.com ! Thank you for looking at Fury's Sky, and we hope to hear your feedback soon. 22 Share this post Link to post
Johnny B. Getgoode (The Guy) Posted July 13, 2019 Hai! I'm the lead dev of this project. My buddy here did a good job summarizing things with the main post, but feel free to ask if you have questions. 10 Share this post Link to post
ProudCipherMedia Posted July 13, 2019 2 minutes ago, Johnny B. Getgoode (The Guy) said: Hai! I'm the lead dev of this project. My buddy here did a good job summarizing things with the main post, but feel free to ask if you have questions. That's right! Also, if something breaks while you're playing, that's a good thing. Tell us what happened, when and under what conditions, and finally if it's a reproducible bug. Anything you find helps us make the game the best it can be! Good hunting, gents! 0 Share this post Link to post
elend Posted July 13, 2019 Just a couple of months ago I was wondering, if someone ever tried to make something like Descent in GzDoom. This project looks very interesting and I can't wait to see where this is going. Keep us updated! 2 Share this post Link to post
Gaia74 Posted July 13, 2019 Looks very nice the project! i need play this game :P 0 Share this post Link to post
Johnny B. Getgoode (The Guy) Posted July 13, 2019 (edited) On 7/12/2019 at 10:43 PM, elend said: Just a couple of months ago I was wondering, if someone ever tried to make something like Descent in GzDoom. This project looks very interesting and I can't wait to see where this is going. Keep us updated! It's less "Descent" and more "Star Fox", at least in terms of how the planes feel. It does have some Descent-like elements, though, such as flying in caves or other confined spaces. No 6DoF though, although someone did do that recently... Anyway, Cipher and I will definitely keep you guys updated! Right now I'm working on improving AI pathfinding, and I just implemented a basic respec system for plane upgrades. EDIT: Just pushed out changes. Redownload if you want the new hotness. :P Edited July 14, 2019 by Johnny B. Getgoode (The Guy) 0 Share this post Link to post
DuckReconMajor Posted July 17, 2019 This looks super cool. I played it some with mouse/keyboard but I'd much rather play something like this on a controller. Has that been done/tested (I know gzdoom has controller support I just didn't know if there's known issues or anything)? For now I've just flown around the tutorial a bit but there's an untextured strip of grass in the middle of it in case you were unaware 0 Share this post Link to post
Johnny B. Getgoode (The Guy) Posted July 17, 2019 2 minutes ago, DuckReconMajor said: This looks super cool. I played it some with mouse/keyboard but I'd much rather play something like this on a controller. Has that been done/tested (I know gzdoom has controller support I just didn't know if there's known issues or anything)? For now I've just flown around the tutorial a bit but there's an untextured strip of grass in the middle of it in case you were unaware Funny you should mention that. I omitted controller support because, previously, I had no way to code keyboard/controller support in the hangar menus. That has changed. In my latest dev build, I found a way to make the menus respond to keyboard/controller events. So now the next step is getting surefire controller support on the table. It will be included in the next update, provided I can get it working in a satisfactory manner. Note that a cockpit view will also be added. :P Also, I'm aware of that grass. No idea what's causing it ATM. It hasn't been a huge priority right now, but I'll definitely look into it. 1 Share this post Link to post
DuckReconMajor Posted July 17, 2019 Awesome, I look forward to both of those things. I don't mind using keyboard in the menus as long as the controller functions during gameplay. The grass doesn't bother me, was just making sure it wasn't something on my side. 0 Share this post Link to post
Johnny B. Getgoode (The Guy) Posted July 17, 2019 1 minute ago, DuckReconMajor said: Awesome, I look forward to both of those things. I don't mind using keyboard in the menus as long as the controller functions during gameplay. You won't have to. I've tested the menus and the controller works as well as the keyboard. Left Axis Up/Down or D-Pad Up/Down can be used to cycle through hangar buttons, and the "A" button on an XInput controller can select stuff (On a DInput controller, it's probably "Button1" or something; they're all different). 1 Share this post Link to post
Johnny B. Getgoode (The Guy) Posted July 17, 2019 Sorry for the double post, but I just thought I'd let all interested parties know that a new version of Fury's Sky is now live, and it's a biggun. It adds controller support, a cockpit view, and some improvements to AI and HUD scaling. Now, there's a couple things to be aware of before you take the plunge. IT IS STRONGLY ADVISED TO RESET ALL OPTIONS TO DEFAULTS THROUGH SETTINGS IF YOU'RE COMING FROM AN OLDER BUILD. HUD SCALING MAY BE DISTORTED OTHERWISE. Also, when controller support is enabled, the yaw/pitch movement model for the plane changes entirely to one that better suits controllers. So no automatic banking when the stick/mouse is let go. If you want to use the mouse with the old movement model, you need to disable controller support from options, Also also, HOTAS and analog throttles are not supported...yet. :P 1 Share this post Link to post
DuckReconMajor Posted July 18, 2019 (edited) Ok, was able to try tutorial out with my Switch Pro controller. Good stuff so far. Some notes The limited menu options in the FurySky don't include "Joystick Options" so I had to load up Doom 2 to enable/configure the controller. As a note to others who prefer inverted up/down in flight games, you have to invert the "Forward/Backward" axis in the Joystick Options, not the "Look Up/Down" axis When I read yesterday about how the controller functions (does not return to center when joystick returns to center) I thought I'd like that better but I think I prefer it to return to center (This i think would be closer to how it is in Star Fox) With no further configuration the only controller thing that works is directional stick (I realize I just need to set it up in GZDoom, just leaving as info) Also, I know this may not be possible, but for lack of better words will there be "Expert" control (full 6 axis motion) instead of "Novice" (left/right/up/down controls), to use Ace Combat terms? I realize this is supposed to be Star Fox-like but that was a rail-shooter type game most of the time. Maybe it is in here too I just have played the Tutorial so far. Anyway, still great so far, plan to configure controller and try out actual game soon. edit: ok I was wrong the right stick does yaw. Edited July 18, 2019 by DuckReconMajor 0 Share this post Link to post
Johnny B. Getgoode (The Guy) Posted July 18, 2019 2 hours ago, DuckReconMajor said: The limited menu options in the FurySky don't include "Joystick Options" so I had to load up Doom 2 to enable/configure the controller. You shouldn't have to do that with the latest IWAD. In the update, there is a "Joystick Options" menu called "Controller Options" (which is essentially the same thing, just with different labels for the functions). This point, along with the note about Joystick behavior, makes me think you're still using an older IWAD. Did you redownload from the Proud Cipher site, perchance? Also, 6-axis motion is not implemented, nor will it be. The game was designed around the "novice" control scheme, or Rogue Squadron controls if that's your thing, as a stylistic choice. This game is not intended as a flight sim or sim-like, and I want to focus more on the action, so I would prefer not to have too many layers of complication. 1 Share this post Link to post
riderr3 Posted July 18, 2019 I'm glad to see such unique projects in the community. Keep it up. It also reminds me a bit of Warhawk and Colony Wars. 2 Share this post Link to post
DuckReconMajor Posted July 18, 2019 (edited) Ok yeah you are totally right, I forgot to update the iwad. Updated and it's much better now. At this point my only issue is the turning doesn't seem to be analog, just once I get out of the deadzone it goes full left/right. I tried adjusting the sensitivity but it seems to be the same, anywhere from 0.1 to 4.0 does instant full turn, but if i turn to 0.0 of course it doesn't turn. I tried it in regular Doom 2 and it does recognize analog movement there. It's still usable the way it is but it'd be even better with analog turning. Here is a video of me playing it after clearing the config to default, doing some option tweaking in the tutorial, then trying it out in the campaign. edit: I have two controllers there because I've connected the pro controller via Bluetooth, but now I have it directly in via USB-C and it shows up as a second controller, so I had to figure out which was which. 0 Share this post Link to post
Johnny B. Getgoode (The Guy) Posted July 18, 2019 Quote Quote At this point my only issue is the turning doesn't seem to be analog, just once I get out of the deadzone it goes full left/right. I tried adjusting the sensitivity but it seems to be the same, anywhere from 0.1 to 4.0 does instant full turn, but if i turn to 0.0 of course it doesn't turn. I tried it in regular Doom 2 and it does recognize analog movement there. It's still usable the way it is but it'd be even better with analog turning. After watching your video, I noticed that you were using "Tilt" instead of "Yaw" to control turning. That's probably where you are running into issues. Yaw and pitch are both analog. Tilt is not, however: it just flips your craft 90 degrees so that you can yaw faster (Star Fox 64 has a similar mechanic where you would hold Z or R to tilt the Arwing 90 degrees and then accelerate turning based on which way you were tilting). I realize that that's a bit confusing, since it's not yaw in the traditional sense, but that's how I did it. Try using the Yaw axis for basic turns instead. 0 Share this post Link to post
DuckReconMajor Posted July 19, 2019 Gotcha. Re-bound everything and it's so much better. Very Star Fox-like as you said. Figured out how to upgrade aircraft and heal and working through the first mission now. Thanks for the help! 0 Share this post Link to post
Johnny B. Getgoode (The Guy) Posted July 19, 2019 10 hours ago, DuckReconMajor said: Gotcha. Re-bound everything and it's so much better. Very Star Fox-like as you said. Figured out how to upgrade aircraft and heal and working through the first mission now. Thanks for the help! No problem. I appreciate your feedback a ton. It's nice getting a perspective about my game through the eyes of an interested player. It gives me some insight as to how I can improve my game, or at least get the ideas I'm trying to convey across. 2 Share this post Link to post
Johnny B. Getgoode (The Guy) Posted July 20, 2019 HEADS UP, BOYOS. It has been determined that the F-63 Scarab, in its current form, sucks harder than a leech with Dyson-powered lips. Therefore, it is getting a rework. Here's what you can expect from the new and improved Beetle-boi. -Laser weapon will be replaced with a rapid-fire projectile repeater. -Projectiles will grant shields to the Scarab on impact with an enemy. Each hit increases the shield's duration. This is now the only way to gain shields, as the ability to gain a shield from airbrake has been removed for the Scarab. -Absorption Beam and Absorption pulse will now restore energy scaling with the Scarab's damage rating. The base energy gain from Absorption Beam will be halved, along with the cooldown between beams, so you can use it more often. -Redirection has been reworked. Now you can hold down the button to use more Charge to power it, and gain more energy back in return. The amount of energy gained per unit of Charge scales with the Scarab's energy efficiency rating. These changes will be live in the next update. 1 Share this post Link to post
Johnny B. Getgoode (The Guy) Posted July 21, 2019 SCARAB REWORK IS LIVE! Redownload the IWAD to fly the new Scarab! Also contains a bunch of new improvements! 1 Share this post Link to post
Johnny B. Getgoode (The Guy) Posted July 23, 2019 'Ello you blokes! I decided to push another update. Note that this will be the last update for the IWAD until the Steam release. So basically, the IWAD that's available now will be the build that will be distributed on Steam. The main draw of this update is that the IWAD is now fully compatible (as far as I know) with the Android source port Delta Touch. Here's a basic guide on how to get the IWAD running in Delta: 1. Download the IWAD and rename it from "FURYSKY.iwad" to "FURYSKY.wad" 2. Stick it in the folder where Delta detects IWAD files. By default, that's /OpenTouch/Delta on your internal phone/tablet storage. 3. Run the IWAD using GZDoom Dev Legacy or (if your device supports it) GZDoom Dev Modern. Note that I've personally had better results on Legacy. 4. Once you've confirmed that the IWAD works on your device, you'll need to bind functions to either Delta's touch buttons or Delta's gamepad menu. Here's a list of Doom input functions and what they correspond to in FS: Look Up/Down = Pitch (Alternate) Look Left/Right = Yaw Move Forward/Backward = Pitch (Normal) Move Up/Down = Throttle Move Left/Right = Tilt Jump = Airbrake Crouch = Toggle 1st/3rd person User 1-4 = Wingman commands Attack = Primary Fire Alt Attack = Secondary Fire Reload = Replenish Health Zoom = Free Camera Also, DO NOT ENABLE SOFTWARE RENDERER IN DELTA SETTINGS. MODELS WILL NOT SHOW UP. THIS MOD IS GLES-ONLY. Other than that, a lot of the stuff in the update is bug-fixes and QoL improvements. Note that starting CP will be set to 0 and only 2 planes will be available for purchase at the start: The Condor and Locust. The others must be unlocked through gameplay. Note that some planes are currently inaccessible due to certain criteria being impossible to fulfill right now. That will change as more levels and content are added. Thanks for your support! See you when we launch on Steam! 1 Share this post Link to post
Johnny B. Getgoode (The Guy) Posted July 25, 2019 For those interested in sampling the game with all the planes/weapons, here's a version of the IWAD that has them all unlocked. It works alongside the main wad, and the install procedure is the same: just dump it in the same directory as gzdoom.exe. It's called "FURYDEMO.iwad." Note that FURYDEMO will NOT receive updates. EVER. If you want to play any new content that gets added, you must use the main WAD. Speaking of content, MAP 04 and MAP 05 are being developed ATM. I hope to have them ready, alongside 6, 7, and 8, by one week after our Steam launch. We're targeting a release of August 12th, but that may be subject to change. Have fun! 2 Share this post Link to post
Master O Posted July 28, 2019 (edited) On 7/25/2019 at 11:36 AM, Johnny B. Getgoode (The Guy) said: For those interested in sampling the game with all the planes/weapons, here's a version of the IWAD that has them all unlocked. It works alongside the main wad, and the install procedure is the same: just dump it in the same directory as gzdoom.exe. It's called "FURYDEMO.iwad." Note that FURYDEMO will NOT receive updates. EVER. If you want to play any new content that gets added, you must use the main WAD. Speaking of content, MAP 04 and MAP 05 are being developed ATM. I hope to have them ready, alongside 6, 7, and 8, by one week after our Steam launch. We're targeting a release of August 12th, but that may be subject to change. Have fun! Will the final level of the main IWAD have the Icon of Sin in it? :) 0 Share this post Link to post
Johnny B. Getgoode (The Guy) Posted July 28, 2019 8 minutes ago, Master O said: Will the final level of the main IWAD have the Icon of Sin in it? :) No, but it will make you its bitch, John Romero style. In all seriousness, I do have neat stuff planned for the later parts of the game, but I need to get there with the earlier levels first, heh. Also, possibly putting in some balance changes, because of shit like this 1 Share this post Link to post
Master O Posted July 28, 2019 27 minutes ago, Johnny B. Getgoode (The Guy) said: No, but it will make you its bitch, John Romero style. Dai-Fury's-Sky-Katana? 1 Share this post Link to post
Johnny B. Getgoode (The Guy) Posted July 28, 2019 2 hours ago, Master O said: Dai-Fury's-Sky-Katana? Nah, more like Fury's Skai-katana. 2 Share this post Link to post
Johnny B. Getgoode (The Guy) Posted August 2, 2019 Hey, you know how I said I wouldn't update the IWAD until the Steam release? I LIED. A new update is live, and can be downloaded from the link on the first post. The main feature of this new update is two brand new levels: MAP04 and MAP05. MAP04 is a scavenger hunt mission where you find and down a Night Owl transport in a labyrinthine canyon with twisty passages and caves. You need to find it quickly, lest the transport escape and the mission fail. If you complete this mission, MAP05 awaits. In MAP05, you assault a Night Owl base where historical artifacts are being unearthed for an unknown purpose. Shut down the operation by taking out 4 excavators on the map. But be warned, the Owls won't let that site go without a fight! You may run into something especially nasty on that map... The update has also been applied to the Steam build, and will be available when the game releases. Good luck and good hunting! 3 Share this post Link to post
Master O Posted August 2, 2019 1 minute ago, Johnny B. Getgoode (The Guy) said: Hey, you know how I said I wouldn't update the IWAD until the Steam release? I LIED. https://www.youtube.com/watch?v=_wk-jT9rn-8 2 Share this post Link to post
Johnny B. Getgoode (The Guy) Posted August 4, 2019 Hey guys. I think I might have a way to get an analog or HOTAS-compatible throttle in the game. Interested? 0 Share this post Link to post