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Jaska

Lost civilization "Part 2" development thread!

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Oh my god, already?

 

Man, I really hope this gets a "vaccinated" edition, since we haven't really got an exploration map as breathtaking as lostciv 1 in a while (in my opinion). Good luck on the project!

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13 minutes ago, Firedust said:

Is this a story sequel? :D

 

Loosely.

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7 hours ago, Jaska said:

-Fun
...
-Good flow

 

7 hours ago, Jaska said:

Dialog, some kind of journal

 

I find these goals a bit contradictory :)

Reading a journal kills the flow and is usually just tedious to read them.

 

7 hours ago, Jaska said:

-not many players play maps twice or more so there was not much reason to create many routes. 

Just want to note that in coop other players will find new routes during a single session.

 

I didn't recognize any of the flaws you listed about the first part. I played it several times both in single player and coop and I found new stuff every time which was part of it's charm. It's a beautiful peace of a wad, captivating, fun and entertaining.

 

In any case, I'm looking forward to the sequel no matter how you decide to make it. The screenshots look amazing :)

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7 hours ago, Jaska said:

As the first part suffered nonlinearity being quite futile for many reasons:
    -not being obvioius to the player
    -not showing how different routes affected the gameplay.
    -not many players play maps twice or more so there was not much reason to create many routes.

 

16 minutes ago, SP_FACE1 said:

Just want to note that in coop other players will find new routes during a single session.

 

I didn't recognize any of the flaws you listed about the first part. I played it several times both in single player and coop and I found new stuff every time which was part of it's charm. It's a beautiful peace of a wad, captivating, fun and entertaining.

 

I have to agree with SP_FACE1 -- all the things you listed as flaws just seemed like excellent explorability to me, and the alternate routes were constructed in such a way that it felt enjoyable to keep looking and explore every nook and cranny of the maps. Map 04 and map 20 of Lost Civ, which were the most nonlinear maps, were among the best in the whole set. Having multiple routes only feels redundant if they are completely separated from each other, but your layouts are super interconnected.

 

In any case, it'll be cool to see what you do with GZDoom features.

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14 hours ago, SP_FACE1 said:

 

 

I find these goals a bit contradictory :)

Reading a journal kills the flow and is usually just tedious to read them.

 

I think dialog with NPCs gives a nice pause in fast paced combat. It gives something else to do than just shoot, a breather moment. But if someone doesn't like that there is not much to do with it. Well.. There could be a possibility to add skill level which doesn't have NPCs at all. Testing with all I've included now is and will be pain in the ass so lets see. I'm not sure about the journal yet anyway and you might be right on that. Simple things should work. If someone just skips dialogs and misses or don't remember what was in it, there must be something to remind the objectives. Or keep things just more linear. We'll see as I develop ideas further.

 

14 hours ago, SP_FACE1 said:

Just want to note that in coop other players will find new routes during a single session.

 

I didn't recognize any of the flaws you listed about the first part. I played it several times both in single player and coop and I found new stuff every time which was part of it's charm. It's a beautiful peace of a wad, captivating, fun and entertaining.

 

In any case, I'm looking forward to the sequel no matter how you decide to make it. The screenshots look amazing :)

 

Thanks! Well then I have misunderstood some of the feedback from nonlinearity.

 

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14 hours ago, Not Jabba said:

 

 

I have to agree with SP_FACE1 -- all the things you listed as flaws just seemed like excellent explorability to me, and the alternate routes were constructed in such a way that it felt enjoyable to keep looking and explore every nook and cranny of the maps. Map 04 and map 20 of Lost Civ, which were the most nonlinear maps, were among the best in the whole set. Having multiple routes only feels redundant if they are completely separated from each other, but your layouts are super interconnected.

 

In any case, it'll be cool to see what you do with GZDoom features.

 

It's very nice to hear because I used a lot of time and thinking to it! There was some feedback which I may have put too much weight on.

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If you need any custom music ambient - i can write it, just saying =)

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Looks amazing once again :D Looking forward to see what you'll be able to do on GZDoom!

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