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CasualScrub

Sgt_Mark is making his own game, "Brutal Fate".

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7 hours ago, Cacodemon345 said:

Will you give it the time of day when it is actually finished? Judging the whole thing from its alpha-like state is unfair tbh.

The issue i take with this is that it was not made clear in any of the promotional materials that it was in pre-alpha or alpha state. Most of the other games shown at Realms Deep looked to at least be in beta state or mostly completed so it wouldn't be unfair to assume the same for BF. The screenshots on the steam page offer extremely little- square, gray maps and one enemy. It looks like the gore was the only thing that got much love so far, to be honest.
Edit: sorry, the trailer does say alpha state. Not sure about the steam page but I'll admit to being wrong on that.

Edited by Major Arlene

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Either the weapon sprites are 3D models rendered very well into sprites or Mark has found someone who's R E A L L Y good at drawing cause holy noodles are those weapon sprites clean and awesome!

 

Personally... If Mark released a demo, that would help me on whether I'd want to buy this or not. It does very much take inspiration from BD (better than the way DooM 4 implemented some mechanics) but I'm a little on the fence if this is something I'd play. Either way, good luck and hope this goes well! :D

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Just now, DynamiteKaitorn said:

Either the weapon sprites are 3D models rendered very well into sprites or Mark has found someone who's R E A L L Y good at drawing cause holy noodles are those weapon sprites clean and awesome!

 

Personally... If Mark released a demo, that would help me on whether I'd want to buy this or not. It does very much take inspiration from BD (better than the way DooM 4 implemented some mechanics) but I'm a little on the fence if this is something I'd play. Either way, good luck and hope this goes well! :D


Yes, they are 3D models I made myself.
And there will be a free demo with 2 levels when it hits Early Access next year. Don't worry.

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24 minutes ago, Sergeant_Mark_IV said:

Sprite-based. I use 3D models for decorative objects that should look "flat" to simulate level geometry.

Thanks for answering, Mark.

Hope you can complete your work without much trouble.

I feel sorry for the possition you are, being the target of heavy scrutiny of every single thing or line of code you use for this project.

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4 hours ago, Error-404 said:

I don't have a problem with the game, I don't like Sargeant Mark.

So therefore you trash on it despite stating otherwise? Because you are actually saying: ''I don't like the author, therefore i trash the game''.

3 hours ago, Error-404 said:

Why are you simping for this game so hard?

Last i checked neither Brutal Fate or Marcos Abenante were a girl.

3 hours ago, Sergeant_Mark_IV said:

Hey people, glad to see it had a mostly positive reception here.

  • With that said Mark, how is the visual design going to be like? A lot of the less strenous criticism is that the Brutal Fate looks an awful lot like Brutal Doom, just without its assets.
  • What kind of mapping style can we expect? More slaughtermaps, more puzzle like, or?
  • Color! Related to the first question, will this play a predominant part? I saw purple and yellow neon lights in one of your screencaps, how will this bode for Brutal Fate?

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With that said Mark, how is the visual design going to be like? A lot of the less strenous criticism is that the Brutal Fate looks an awful lot like Brutal Doom, just without its assets.

The game will look (already looks) quite different from BD and its campaigns. Everything is using twice the resolution scale, monsters are fully made with models instead of pixel art.
 

Quote

What kind of mapping style can we expect? More slaughtermaps, more puzzle like, or?

They will play like Build games (semi-realistic non-linear levels with several alternative routes) with twice or thrice the enemy population.
 

Quote

Color! Related to the first question, will this play a predominant part? I saw purple and yellow neon lights in one of your screencaps, how will this bode for Brutal Fate?


Yes. By the time of the recording I only had white and orange lamps working, and the only purple, red and yellow lights it had was the outdoor assets.

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Hey Mark, how will the optimization for the game be? Will it work fine on a subpar PC such as mine? I mean, last time a tried Brutal Doom it ran pretty fine but is this one gonna require more?

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4 hours ago, Sergeant_Mark_IV said:

...and interdimentional abominations (like Dimensional Shamblers, Star Vampires, etc.)...

Now this interests me, I love more outlandish eldritch horrors as enemies and this does it for me.

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3 hours ago, insertwackynamehere said:

Pointing out how unnecessary the gallons of salty tears in this thread are about a game no one has even played isn’t really simping 

See, I agree that opinions are fine whether they are in favor or not of the game (that’s important for there to be two sides, as it gives the author solid feedback), but there’s no reason to dislike the game merely based on who is making it. Almost everyone in this community is guilty of at least ONE solid fuck-up, and if they aren’t there yet, they’ll get there eventually unless they decide to simply fuck off and leave. 
 

After reading that the gore will have control features, and much of the other stuff Mark has detailed here, I think I may at least buy it after all.
 

I’ll be honest, I probably won’t like the game. It just isn’t my style, but it has nothing to do with Mark as a person.  I’m going to give him some of my money because maybe it will promote him to create future titles, and because fuck haters!

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5 hours ago, Sergeant_Mark_IV said:


Yes, they are 3D models I made myself.
And there will be a free demo with 2 levels when it hits Early Access next year. Don't worry.

Whoa! I was confused. I thought, "Surely he doesn't have the budget to hire an artist!" but it looks so polished and cohesive.

 

I'm excited to see what happens when the ideas developed in BD get to flourish on their own, without keeping one foot firmly in Doom.

 

Are you considering creating a custom fork of GZDoom, or will we be able to run this like any other custom IWAD? (I know, maybe a bit early to make that call.) I play a lot on Android and Raspberry Pi, for instance.

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2 hours ago, Sergeant_Mark_IV said:

The game will look (already looks) quite different from BD and its campaigns. Everything is using twice the resolution scale, monsters are fully made with models instead of pixel art.

That much i noticed, but the feeling i get from the trailer is very reminiscent of BD, but less hellish and more tech-baseish. Its difficult to point out specifics when making a descriptor, but i know i am not the only one who sees this and thinks ''Oh this is Brutal Doom but without the Doom''.

 

2 hours ago, Sergeant_Mark_IV said:

They will play like Build games (semi-realistic non-linear levels with several alternative routes) with twice or thrice the enemy population.

That sounds good. So levels will be quite large aswell, hearing this?

2 hours ago, Sergeant_Mark_IV said:

Yes. By the time of the recording I only had white and orange lamps working, and the only purple, red and yellow lights it had was the outdoor assets.

You had me at YES. Color is definitely what will set BF apart

 

Thank you for addressing this, by the way. I much rather enjoy talking to you about this kind of stuff!

41 minutes ago, Aaron Blain said:

Are you considering creating a custom fork of GZDoom, or will we be able to run this like any other custom IWAD? (I know, maybe a bit early to make that call.) I play a lot on Android and Raspberry Pi, for instance.

Could be similar to how Hedon does it. (Which is a custom GZDoom fork, not by much though). Going custom has some benefits, like adding in additional features unknown to mainline GZDoom, downsides are that upgrading to a newer source base is going to be limited unless you want to keep in sync with mainline.

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4 hours ago, TakenStew22 said:

Hey Mark, how will the optimization for the game be? Will it work fine on a subpar PC such as mine? I mean, last time a tried Brutal Doom it ran pretty fine but is this one gonna require more?

Well, it's a mix. 
Due to the newer and more optimized code, it will consume about half of the CPU usage.
Due to higher resolution sprites and smoother animations, Brutal Fate will use about 10 times the VRAM of Brutal Doom (but Brutal Doom never really used any significant amount of VRAM, so any 1gb card will suffice). The minimum requirements PC being tested is an i3 2100 (you probably can run it with a dual core), 4gb ram ddr3, and a GT630. It's a computer I assembled in 2013, and it was low-budget even for that time.
 

4 hours ago, mrthejoshmon said:

Now this interests me, I love more outlandish eldritch horrors as enemies and this does it for me.

Just keep in mind they won't be a major part of the beastiary, their aparitions will be rare. They are supposed to be their own "faction", they are interdimensional hunters that preys both on humans and demons.
 

3 hours ago, Gerolf said:

After reading that the gore will have control features, and much of the other stuff Mark has detailed here, I think I may at least buy it after all.
 

I’ll be honest, I probably won’t like the game. It just isn’t my style, but it has nothing to do with Mark as a person.  I’m going to give him some of my money because maybe it will promote him to create future titles, and because fuck haters!

Thanks.
In any case, remember, it's the GZDoom engine we are talking about. If you don't like the base gameplay, it probably won't take long for people to make mods of it either to fit more oldschool Doom gameplay, or more modern tactical stuff.
 

3 hours ago, Aaron Blain said:

Are you considering creating a custom fork of GZDoom, or will we be able to run this like any other custom IWAD? (I know, maybe a bit early to make that call.) I play a lot on Android and Raspberry Pi, for instance.

If it becomes necessary, yes. For now the only things I'm going to modify on base GZDoom is to get rid of the 1.12:1 aspect ratio, and enable a feel disabled features.
 

2 hours ago, Redneckerz said:

That sounds good. So levels will be quite large aswell, hearing this?

About the same size of Extermination Day maps I imagine.

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Looks pretty neat so far. The only concern I had first seeing the trailer was that the game's aesthetic might be too similar to Doom to stand out as it's own thing. Granted, I felt the same way about Prodeus when I first saw that game, but it's come a long way since then and I'm confident my opinion about this game will evolve too. Especially now that I've read:

14 hours ago, Sergeant_Mark_IV said:

-"The base player speed is slower, but there is a dash mechanic which was not showcased."
-"Demon armies, corporate PMCs, robots, and interdimentional abominations (like Dimensional Shamblers, Star Vampires, etc.)"

-"1200 Fiends in an empty room, and the framerate is still acceptable."

-"They (levels) will play like Build games (semi-realistic non-linear levels with several alternative routes) with twice or thrice the enemy population."

-Literally everything about the weapons, but especially "Smart spider-like mines."

Mark, please, I can only get so erect!

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On 9/7/2020 at 10:39 AM, Sergeant_Mark_IV said:

I contacted Nash before even adding it, and he gave me permission.

 

I see. I wasn't aware of that before, my bad for jumping to conclusions. Thanks for responding.

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Like what I see so far. Brutal Doom has always been fun, and was already on its way to basically being it's own thing when I last played, so this is a natural enough next step. Congrats on the gig, and good luck!

 

Feature request; keep the kick (loved kicking imps and blasting them mid-air. The little things in life...), and if you're doing melee weapons in depth (and especially if you have a sword), please....block key. It's always so disappointing for me when there's an array of melee weapons, but no scope to do anything besides bolt in whack, especially when the rest of the combat system is so cinematic. 

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7 hours ago, doomsucksass said:

Zzzzzzzzz

looks just like you'd expect

Which is, what really?

 

''Brutalfatesucksass''???

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You know what? This could turn out real nice.

My two biggest issues with the original BD were the leaping imps being dicks in a lot of maps, and how it used to tank my old computer, so with the performance problems adressed I'd be willing to give it a try when it comes out. 

 

I'm not asking for EDF levels of enemies on screen at all times, but if you can pull it off I'll throw a fat stack of devaluated pesos at your face.

 

 

 

 

 

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