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Epyo

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Status Replies posted by Epyo

  1. Well, it's been a while since I've been an active member of the community, and even longer since I've been a contributing one. But I feel that the time has come to return to my roots a little, what with this year being the 20-year anniversary of Doom and all.

    In 2013, I'm going to attempt to finish the maps I have sitting unfinished on my hard drive. This means that hopefully, both Tremor 2 and Erebus Revisited will see the light of day at some point over the next twelve months. I'm taking a little time to practice and hone my mapping skills, and get back into the swing of things.

    And hopefully me posting this will give me the kick up the arse I need to actually finish stuff instead of putting it off. :P

  2. On the 6th of November I'm turning 15 years old. I've gotten a few presents so far, I
    got $50, Dishonored, Deus Ex Human Revolution, Fallout New Vegas Ultimate Edition and Doom 3 BFG Edition (go complain about it somewhere else).

    I think I've done well so far. Oh and can I pretty please have a birthday map please

  3. Just 2 minutes ago I was notified that work has dried up, so I no longer have a job. I was a draftsperson at a mechanical engineering company.



    Best fucking news I've had all year.

  4. amazon.com/gp/bestsellers/digital-text/156380011/

    Yep, my book has reclaimed the number 1 spot in the Bestsellers in Chess (Kindle, Paid) list. (If you click on the link some time in the future, that might have changed, of course.)

    With the huge financial windfall from this, I'll be able to afford, uh, I dunno, a new kettle or something. (Kindle sales are still pretty small.)

    1. Epyo

      Epyo

      oh my god the upside down thing is the funniest thing I've ever seen.

    2. (See 17 other replies to this status update)

  5. I had looked at pictures from the /newstuff and figured I'd dust off the old Doom2 folder and give things a try again. After downloading Doom Builder (which is better than ever, BTW), I found out that mapping is something you don't forget how to do, even if you're functionally retarded after a such a long time away.

    Anyway, my question is if any of you guys can recommend any good Doom 2 wads I can play to get re-immersed. I'm hoping for something with classic gameplay without any gimmicks or over-the-top visuals that detract from the level. I can only assume there's got to be a couple such maps that have been released since I last checked in. Thanks in advance.

    1. Epyo

      Epyo

      It's remarkably strange how dead DoomBoy clearly is

    2. (See 18 other replies to this status update)

  6. I got married to my girlfriend of 4 years.

    ...That is all.

    oh and here are a couple of pics :P



  7. So a month ago or so I failed to notice a particular anniversary of mine: the 10-year mark of me registering on these forums. I can't really believe it's been that long.

    Over the years, pretty much all of the old regulars have either left or become irregulars, and some of the old lurkers are now prolific posters on these forums. The website's founders have pretty much all buggered off, but it still seems to be in good hands. I've met many people through this website, and many I still talk to, even ones who don't post here anymore. Many of these people I'd consider friends, and a couple I've even met in real life. We've also lost a few people along the way, which is tragic, but life goes on.

    It's kind of funny that when I joined the site there was only speculation on weather or not there would be a Doom 3, and exactly what would be in the game. Some thought that it would be a travesty for it not to be sprite-based, some thought there should be a quad-barreled shotgun. Not long after, the Mac World video was released and speculation became anticipation. Now 10 years later, Doom 3 is old but still seems to rank right up there with modern games in terms of graphics, and now it's confirmed there will be a Doom 4. We're still waiting for Rage, however.

    Speaking of long development times, Duke Nukem Forever was a joke by the time I joined up here, and look at it now, coming out in a month or two. What the hell?

    As for myself, I was in high school when I joined up here. I'd browse the forums when I got done with my work in HTML class (which was always pretty quick, as that class was really easy for me). I'd like to say a lot has changed since then, but aside from graduating, growing a beard, and getting a job, not much really has. I'm still hanging out with my friend from high school, playing the same games with them, and I'm unfortunately living with a parent again (though I did have my own place for 2 1/2 years, so that was fun).

    Well yeah, that was just my retrospective on the last ten years.

    1. Epyo

      Epyo

      yeah well I was in 6th grade when I joined and now I'm a junior in college

      WEEEEEIRD

    2. (See 39 other replies to this status update)

  8. Yeah this is a thread that deals with some minecraft shit. Deal w/it. Shaikoten set up a minecraft server for Jetsands. The latest thing we did was capture a creeper. Also we named him after someone on this forum (take a guess)
    http://img600.imageshack.us/i/petcreeper.png/
    http://img251.imageshack.us/i/petcreeper2.png/

  9. http://www.wheelchairunicorn.com/thereisacave.html

    Welp, this project I started back in January is still going, with about 350 hours so far. The game's structure is somewhat different but somewhat the same.

    You're this rabbit that's dressed up like link, with a sword and crossbow, and you're on this set of islands that you can freely explore. It's divided up into themed zones. You find consumable items, armor, new weapons, and elements to put into your weapons. You explore, level up, and search for The Cave.

    [How to play: Use WASD to move, or arrow keys. Click within the big circle to attack. Click outside the big circle to move if you don't want to use WASD. Click inside the small circle, on your character, to use your highlighted Secondary. Choose a secondary in the top left. Secondaries use hearts. Choose a main weapon in the top right. They need no ammunition. Equip new main weapons through the inventory.]

    --------------------

    So once again, I'll be blogging in this thread for a while while I work on the game during this semester. Hopes are to finish the game by Christmas. That won't happen. But here's hoping anyway.

    September 1st: ~350 hours in
    What's done so far: Many weapons are implemented, but they are all "Weak ____". Soon, there will be normal and "Strong ___" versions of every weapon. Stronger weapons will have slots to put Elements in. Elements are like Frost, which slows enemies down upon hit, or explosive, which causes explosions of course. Elements are not yet implemented, but are next on the list.

    Two levels are implemented, but nowhere near finished. The first level is a campground for some purple guy enemies. The level to the south is a Wetland. Next on the agenda is a town, east of the first level. South of that will be a swamp. Some resources have been started on these levels.

    Anyway, I just implemented knockback. Whenever you get hit, you get knocked around a bit, but you still have some control. I like it. I'm immediately starting to implement the Elements (like materia) TOMORROW! During work.

    1. Epyo

      Epyo

      November 2: ~405 hours in

      Progress is slow because of school =[ makes me very sad. Abstract Algebra is tough.

      During the past month I just worked on the wetlands level generation, it's pretty great now. Four prefabs spawn, with paths between them. It's nice.

      But before I work on levels more, I need to get my items straightened out. The hardest part of making this game is levels, the second hardest is items/weapons. (Enemies are the most fun to make)

      So, today I implemented the Serpent Staff!!!! From Hexen!! I effing love hexen. I took a couple of liberties with it, however, so if you're going to go give it a play, don't get tooo mad. It starts off with a swinging-motion, because I tried a stabby-motion but it was sort of questionable. The swinging makes more sense and is more visible. The swinging heals you for 1hp. It does a lot of damage. The projectiles do a little bit. This is the opposite of real hexen, where the melee heals but does little damage, and the projectile is the meat.

      It always starts with a swing, and then it may continue swinging if an enemy is in range, otherwise it will start shooting at a constant rate, unless it feels an enemy, in which case it will start swinging again, or if you let go of the mouse button, the player will put it away.

      Work on the serpent staff was about 5 hours in total, but it's my favorite thing from hexen, so it was very enjoyable.

      Up next: I never seem to actually follow through on the "up next" portion, but what's next is the rest of the weapons, and the rest of the items. I programmed in pickupable torches that you can put down, now I want to put in an orb that you can put down that will see through walls around it. That's an example of another weapon. I still have other secondaries to make too...

      As for weapons: 2h axe, 1h axe, energy saber, can't remember the others that are on the way. maybe more hexen stuff.


      -------

      November 7: ~410 hours in

      Today I did something I've been putting off for like 6 months. I added the universal death animation. Basically this animation happens whenever an enemy dies, it looks like their blood disintegrates. I wanted to have this so that enemies don't simply disappear when dead. Although, they didn't really disappear, because the normal bloodspurts were left behind (from any damage). So now it looks like a rocket explosion from doom basically.

      I also worked a lot more on the serpent staff, and I wouldn't quiiiiite call it done. In fact, my girlfriend told me it should actually shoot snakes like snake man's weapon in mega man 3. I think I should probably do that because that is a fantastic idea.

      -------

      November 11: ~414 hours in

      Don't remember what I did a few days ago but just now I worked on elements more! The elements window is a bit nicer. There are mouse over effects when you can click stuff. And now, you can drag elements from the stash at the bottom to your weapons (provided you have weapons that are not "Weak-" which you can get if you walk to the right a second), but you can also drag around the elements within the weapons, and drag them back to the stash. Of course, you can just drop them anywhere and they'll go back to the stash, you can't just lose elements. Even if you take off your weapon, the elements should go back to the stash automatically.

      Also added the 10th and hopefully final element. It could use polish, but it works, it's called the "Mind Element", or maybe it should be the "Confuse Element". What it does, is, it lasts 3 seconds, and if the enemy tries to attack you, it aims in entirely the wrong direction. Probably.

      But it's not overpowered, because sometimes they will shoot right at you. It's just like the partial invis in Doom--it can help, but it also just screws up your dodging sometimes and hurts you. Plus, it only lasts 3 seconds, unless you keep hitting them with it. With most weapons, you're probably hitting once per second. But if it's a heavy hitter like the axe (hope to get that in soon) then Mind might not be a great choice.

      Still not sure if Weak- weapons should be allowed to use elements. Right now, the idea is, Normal weapons can use elements, Weak- ones can't, and Strong- ones have some sort of special thing about them. For example, Strong Pistol will actually mean one pistol in both hands. That's not done yet though. The Strong Sword is a lot longer ranged. That's in the game already! The different wands have more bolts, same with the shotgun.

    2. (See 6 other replies to this status update)

  10. As most of you know by now I'm currently in the midst of writing an Eternity Engine fork that will include Voxel support I'm also in talks about a C# port of Doom. It does seem like a lot and I am inclined to agree as I am only 16 and I have school next fortnight.
    My primary project will be the Voxel port with the C# thing tailing behind as closely as possible. The reason for me putting the Voxel port first is that I've always wanted to do something not only with Voxels but also incorporating something made by Ken Silverman in an actively developed project. Also the proud people at Team Hell Spawn have been left somewhat in the dark as they have been spitting out these voxel models with no promise of ANY Doom port supporting the format. Hopefully I can start a trend with Doom ports and get the format incorporated in all if not most.

    External Links (that are related to this blog)
    Team Hell Spawn voxel page
    Ken Silverman's Voxlap Engine

  11. http://www.wheelchairunicorn.com/thereisacave.html

    Welp, this project I started back in January is still going, with about 350 hours so far. The game's structure is somewhat different but somewhat the same.

    You're this rabbit that's dressed up like link, with a sword and crossbow, and you're on this set of islands that you can freely explore. It's divided up into themed zones. You find consumable items, armor, new weapons, and elements to put into your weapons. You explore, level up, and search for The Cave.

    [How to play: Use WASD to move, or arrow keys. Click within the big circle to attack. Click outside the big circle to move if you don't want to use WASD. Click inside the small circle, on your character, to use your highlighted Secondary. Choose a secondary in the top left. Secondaries use hearts. Choose a main weapon in the top right. They need no ammunition. Equip new main weapons through the inventory.]

    --------------------

    So once again, I'll be blogging in this thread for a while while I work on the game during this semester. Hopes are to finish the game by Christmas. That won't happen. But here's hoping anyway.

    September 1st: ~350 hours in
    What's done so far: Many weapons are implemented, but they are all "Weak ____". Soon, there will be normal and "Strong ___" versions of every weapon. Stronger weapons will have slots to put Elements in. Elements are like Frost, which slows enemies down upon hit, or explosive, which causes explosions of course. Elements are not yet implemented, but are next on the list.

    Two levels are implemented, but nowhere near finished. The first level is a campground for some purple guy enemies. The level to the south is a Wetland. Next on the agenda is a town, east of the first level. South of that will be a swamp. Some resources have been started on these levels.

    Anyway, I just implemented knockback. Whenever you get hit, you get knocked around a bit, but you still have some control. I like it. I'm immediately starting to implement the Elements (like materia) TOMORROW! During work.

    1. Epyo

      Epyo

      September 25: ~385 hours in

      New level has new textures? It's all grey and black and weird and stuff. Building still looks dumb for now. Also, zombies are back, and they look better and act better. Their hands glow a bit, and they don't pull em out until they're aggro'd. There's some eyeballs in the new level too. I'm gonna make it so that they don't shoot those weird blue things, they're going to sort of have an aoe lightning instead. Essentially melee, really.

      Now, I'm concerned about performance again, so if anyone has time, test the game out and tell me if it's a bit choppy (or if the controls lag a bit every once in a while). On high quality it's basically unplayable, at least on my laptop. Medium, it should be fine. Low, it should work on any computer, maybe with a touch of lag on an old computer. If this is all true, I'm good, otherwise, I need to work on this more. Right click changes quality, I gotta put that in the options tab soon.

      Up next: more buildings, changed eyeball, more work on new textures in this level.

    2. (See 6 other replies to this status update)

  12. I was cleaning out my room a few days ago and stumbled across an older C++ book ("C++ for Dummies", to be precise). It struck me that since I want to run a game studio, I should probably know how to work this language. Not that I plan on doing a lot of programming; I plan on working more the administrative/design side of things. But it will still be nice to know about the code behind any games we produce.

    So with that in mind, do any of the undeniably talented programmers around here have any advice for a complete newbie? Any advice, really. Compilers, organizational tips... anything. Advice from a more experienced person before I dive right into this is welcome.

    1. Epyo

      Epyo

      my advice: go to college and take some classes in computer science/engineering.

    2. (See 19 other replies to this status update)

  13. http://www.wheelchairunicorn.com/thereisacave.html

    Welp, this project I started back in January is still going, with about 350 hours so far. The game's structure is somewhat different but somewhat the same.

    You're this rabbit that's dressed up like link, with a sword and crossbow, and you're on this set of islands that you can freely explore. It's divided up into themed zones. You find consumable items, armor, new weapons, and elements to put into your weapons. You explore, level up, and search for The Cave.

    [How to play: Use WASD to move, or arrow keys. Click within the big circle to attack. Click outside the big circle to move if you don't want to use WASD. Click inside the small circle, on your character, to use your highlighted Secondary. Choose a secondary in the top left. Secondaries use hearts. Choose a main weapon in the top right. They need no ammunition. Equip new main weapons through the inventory.]

    --------------------

    So once again, I'll be blogging in this thread for a while while I work on the game during this semester. Hopes are to finish the game by Christmas. That won't happen. But here's hoping anyway.

    September 1st: ~350 hours in
    What's done so far: Many weapons are implemented, but they are all "Weak ____". Soon, there will be normal and "Strong ___" versions of every weapon. Stronger weapons will have slots to put Elements in. Elements are like Frost, which slows enemies down upon hit, or explosive, which causes explosions of course. Elements are not yet implemented, but are next on the list.

    Two levels are implemented, but nowhere near finished. The first level is a campground for some purple guy enemies. The level to the south is a Wetland. Next on the agenda is a town, east of the first level. South of that will be a swamp. Some resources have been started on these levels.

    Anyway, I just implemented knockback. Whenever you get hit, you get knocked around a bit, but you still have some control. I like it. I'm immediately starting to implement the Elements (like materia) TOMORROW! During work.

    1. Epyo

      Epyo

      September 25: ~381 hours in
      I decided that if an item is on a diagonal shadow, it should be fully visible.

      Many other visual changes I'm extremely happy with:
      Once you see a tile, you see it permanently. This was how it was when I started the game, then I changed it to be constantly dark, and now it is this again. The nice thing about this is that it feels good to uncover tiles of the level, and they stay that way. But the main reason I did it was because all the black everywhere was confusing. You'd walk along a hallway and there'd be strange black shadows everywhere. No matter where you stood, you were guaranteed to see a few.

      That took a couple of hours. Mostly because originally, when I programmed the diagonals a couple of weeks ago, they were programmed to just last a few seconds until the player moved off a tile. Then all diagonals were removed, and perhaps added in again. But now, diagonals need to be perhaps permanent until the blocks next to them are fully visible.

      Lastly, I improved some inefficiencies in the rendering. For example, whenever the tiles on screen are refreshed, previously I went through every tile in the level and made sure it was removed, and perhaps added in again in a second. Now, I just keep track of the coordinate range of the tiles that were added in in the previous refresh, and remove those, but only if they are not going to be inside the coordinates of this refresh, then they stay.

      A new level is added, and you spawn in it, but there's nothing in it right now, and it's basically a big field with textures from level 1. There's my first attempt at a brick texture too. This level I'm very excited about. It's going to be a spooky village with skeletons, zombies, and eyeballs. The buildings will be randomized.

      Oh, and I almost forgot, in level 1, (west of spawn now), there's a few spots where prefabs appear. There's only 3 possible places, and only 3 different randomly chosen prefabs right now. Basically they're just random arrangements of strange white stone square tiles, supposed to look like ruins. Anyway, I'll flesh that out soon. I'll be working on that and the village for the next couple of weeks.

      Oh jeez and also, the game is by default in WASD/arrowkeyz + mouse-to-shoot mode. There's an options tab where you can change back to mouse only mode. So that's cool.

    2. (See 6 other replies to this status update)

  14. http://www.wheelchairunicorn.com/thereisacave.html

    Welp, this project I started back in January is still going, with about 350 hours so far. The game's structure is somewhat different but somewhat the same.

    You're this rabbit that's dressed up like link, with a sword and crossbow, and you're on this set of islands that you can freely explore. It's divided up into themed zones. You find consumable items, armor, new weapons, and elements to put into your weapons. You explore, level up, and search for The Cave.

    [How to play: Use WASD to move, or arrow keys. Click within the big circle to attack. Click outside the big circle to move if you don't want to use WASD. Click inside the small circle, on your character, to use your highlighted Secondary. Choose a secondary in the top left. Secondaries use hearts. Choose a main weapon in the top right. They need no ammunition. Equip new main weapons through the inventory.]

    --------------------

    So once again, I'll be blogging in this thread for a while while I work on the game during this semester. Hopes are to finish the game by Christmas. That won't happen. But here's hoping anyway.

    September 1st: ~350 hours in
    What's done so far: Many weapons are implemented, but they are all "Weak ____". Soon, there will be normal and "Strong ___" versions of every weapon. Stronger weapons will have slots to put Elements in. Elements are like Frost, which slows enemies down upon hit, or explosive, which causes explosions of course. Elements are not yet implemented, but are next on the list.

    Two levels are implemented, but nowhere near finished. The first level is a campground for some purple guy enemies. The level to the south is a Wetland. Next on the agenda is a town, east of the first level. South of that will be a swamp. Some resources have been started on these levels.

    Anyway, I just implemented knockback. Whenever you get hit, you get knocked around a bit, but you still have some control. I like it. I'm immediately starting to implement the Elements (like materia) TOMORROW! During work.

    1. Epyo

      Epyo

      September 14: ~374 hours in
      So the ugliest part of my game was always the zigzag shadows. You can't see beyond corners for suspense purposes, but it was resulting in ugly zig zags. Today I FINALLY dealt with it. All day long I considered possibilities on solutions, and now at 3:30 am, I sat down and whipped the simplest, easiest one out. The zig zags are replaced with 45 degree angles. It looks pretty good.

      Two things annoy me about it still:
      1-When there's just one little triangle of black. I hate that. Behind every small crevice, there's a little triangle of black. I can fix it I think, probably not too hard or inefficient. Maybe tomorrow. It might look inconsistent though...
      2-Items on the ground. Not sure if items should be covered up by the diagonals, or if they should be layered above the diagonals. I can choose either way very very easily, couple of lines of code, but I can't decide.

    2. (See 6 other replies to this status update)

  15. http://www.wheelchairunicorn.com/thereisacave.html

    Welp, this project I started back in January is still going, with about 350 hours so far. The game's structure is somewhat different but somewhat the same.

    You're this rabbit that's dressed up like link, with a sword and crossbow, and you're on this set of islands that you can freely explore. It's divided up into themed zones. You find consumable items, armor, new weapons, and elements to put into your weapons. You explore, level up, and search for The Cave.

    [How to play: Use WASD to move, or arrow keys. Click within the big circle to attack. Click outside the big circle to move if you don't want to use WASD. Click inside the small circle, on your character, to use your highlighted Secondary. Choose a secondary in the top left. Secondaries use hearts. Choose a main weapon in the top right. They need no ammunition. Equip new main weapons through the inventory.]

    --------------------

    So once again, I'll be blogging in this thread for a while while I work on the game during this semester. Hopes are to finish the game by Christmas. That won't happen. But here's hoping anyway.

    September 1st: ~350 hours in
    What's done so far: Many weapons are implemented, but they are all "Weak ____". Soon, there will be normal and "Strong ___" versions of every weapon. Stronger weapons will have slots to put Elements in. Elements are like Frost, which slows enemies down upon hit, or explosive, which causes explosions of course. Elements are not yet implemented, but are next on the list.

    Two levels are implemented, but nowhere near finished. The first level is a campground for some purple guy enemies. The level to the south is a Wetland. Next on the agenda is a town, east of the first level. South of that will be a swamp. Some resources have been started on these levels.

    Anyway, I just implemented knockback. Whenever you get hit, you get knocked around a bit, but you still have some control. I like it. I'm immediately starting to implement the Elements (like materia) TOMORROW! During work.

    1. Epyo

      Epyo

      September 14: ~370 hours in
      That took much longer than I thought! Anyway, you can put elements into weapons now, via the elements menu. Obviously, you have to pick up elements first. All of the elements are 5 blocks east of spawn, for testing. Try it out if you feel like. Needs plenty of polish still.

      Here's the rundown
      Frost: Slows enemies down
      Fire: Fire particles spread to nearby enemies
      Poison: Adds poison damage over time. Lasts 5 seconds, stacks.
      Lightning: 1/3 of the time, will provide critical hits! 1/4 of time, will cut damage in half :( otherwise, normal damage.
      Stun: A light stun, will make enemies flinch for a fraction of a second. Stacks, but only noticably with weapons like shotgun.
      Backstab: Will double damage if the enemy is facing away from the player. Otherwise does nothing.
      Lifesteal: +1 to health on hit. Needs to be balanced, probably.
      Explosive: Explosion occurs on hit. Overpowered, because it also stuns a little. But it can hurt the player too. Maybe it'll be rarer.
      Light: DUNNO YET! Might do extra damage on certain enemies.

      I'd like at least one more element, but I can't think of a cool one. Tell me if you think of one.

      Otherwise, the system needs polish, but it works pretty okay right now. The element menu is not very good looking, and the dragging-of-the-elements from the bottom needs to be more obvious. Stuff needs mouseover effects, basically. And just for more polish, projectiles will look different depending on what element is in there. For example, the pistol/shotgun/turret bullets already are color coded for the elements. Same with the Wand-bolts. Not yet with the arrows nor the sword.

      Flamer can't equip elements yet because the flamer will work a bit differently with those. That's next. Rocket Launcher won't be able to take elements, just cause that makes it unique!

      edit: Flamer can equip all elements now. If one is equipped, the flamer will randomly throw a big crit flame, color coded for the element. Perhaps instead of color coded, it should be a differen shape, like frost = ice cube! and stun = ....baseball bat? Dunno. Doesn't make much sense. back stab = dagger?

    2. (See 6 other replies to this status update)

  16. And this being the third Castlevania-related disappointment in a row (Judgment was awful, Rebirth wasn't bad but felt like a massive step backwards), I hereby renounce my Super-Fanboy title.

    1. Epyo

      Epyo

      oh don't get me wrong, I love PoR too

      when it came out I thought it was like my favorite game ever

      I just like Ecclesia slightly better!

    2. (See 15 other replies to this status update)

  17. And this being the third Castlevania-related disappointment in a row (Judgment was awful, Rebirth wasn't bad but felt like a massive step backwards), I hereby renounce my Super-Fanboy title.

    1. Epyo

      Epyo

      wha? ecclesia's my favorite besides sotn!

    2. (See 15 other replies to this status update)

  18. And this being the third Castlevania-related disappointment in a row (Judgment was awful, Rebirth wasn't bad but felt like a massive step backwards), I hereby renounce my Super-Fanboy title.

    1. Epyo

      Epyo

      Oh is harmony of despair out now? You may not know this about me, but I'm the resident castlevania superfan on a different board I frequent. Too bad I have no Xobox.

      Not sure why they made Judgment. Don't know who would have thought that a good idea and approved it.

      Rebirth...I was drooling over having a brand new action CV platformer...and I never played past level 4. Just not very good.

    2. (See 15 other replies to this status update)

  19. Hey Im 16 years old, and Ive been lurking these forums for a little while, and I always feel really young when people are talking about how they were in high school when Doom came out, etc and I was still barely out of my mom's cooch. Anyway, I'm wondering if any other members have become addicted to Doom even though its old (but who cares about graphics). I had vaguely heard of DOOM, but since I had no personal connection to it (I didnt play it with my dad, cousins, etc when I was little) and the fact that i HATE PC games (give me a controller and Ill be strafing and dodging Mancubi while I burst fire at lost souls, give me a keyboard and mouse and ill lose 1v1 to a shotgun guy) so it was a Godsend when they ported DOOM to the 360 and I snatched it up, played it for a little while, but got bored because I could never figure out where to go, and didnt touch it for a long while. Then DooM 2 was ported, I snatched it up again, somehow figured out how to go really easily in all the levels, and Ive been playing it every day since mid-May, and I have yet to feel a hint of boredom.
    Unlike Halo or Cod, which I havent played in about a year, (im an rts guy) Doom has depth to it, "Hmmm...should I get in a small area with this cacodemon so I can chainsaw it and save ammo, but what about the chaingunners that will snipe me on the way there, should I just SSG it?
    The resource management is a great thing that, with the dumbing down of fps games due to my generation, has sadly been completely lost in time. Theres never any question of "Do I really need to use the BFG to take out this AV? I could probably just hit it a couple times with the RPG and run behind cover before it fires". In Halo, its just like "Whatever Ill get a whole bunch of new ammo in the next level anyway."

    tl;dr Young Doomers tell your story how you got into this timeless classic.

    Oh and ps: I grew up in the same town (shawnee KS) as John Carmack. Im pretty proud of that :)

    1. Epyo

      Epyo

      AgentSpork said:

      I was 12 when I first became involved in the Doom community (5 when I first played Doom). Now I'm 21. The fuck?


      Hey man, same here. Except I'm 20 for a few more month.

    2. (See 15 other replies to this status update)

  20. Remember in Human Opponents vs. CPU Opponents thread where I mentioned that my ideal game would make the Singleplayer/Coop portion of the game harder or at least equally as hard as deathmatch with Human players?

    Well I got an experimental idea for how the player handles his weapons that is different than what FPS after FPS has inherited from previous games. I got this idea from fighting games like Street Fighter and Tekken. Even though I don't play them much, I still admire them for what they are. Anyway:

    Imagine a game in which the player movement style is very fast. You can run and jump in different directions really quickly, like Quake 3 or Unreal Tournament or even Doom. Now, in Unreal and Quake and Doom, you run around collecting weapons and then switch to which one is best suited for the encounter you expect to have from your enemies. The way I would set this game up, is instead of running around collecting weapons and using one at a time, you start off with all the guns the game offers. You never actually wield one weapon at a time, so you never get a single weapon displayed on your HUD.

    (Imagine this game being played from an Xbox controller or something.)

    Instead, each button on the controller represents a different weapon. Like tapping A on the controller will have the player whip out a pistol and fire for every time A is tapped. Once the player stops pressing A the weapon is then holstered or discarded or whatever. Each weapon has slightly stronger secondary fire that uses a different button press sequence. like double tapping A and then holding it will have the pistol fire in slightly faster bursts. To use stronger weapons, a sequence of buttons most be pressed. Like holding A + X together will have the player throw a grenade. Double tapping Y and then holding B in sequence would have the player use a flame thrower or machinegun or something. Practicing different attacks and quick switches would make for some very unpredictable gun combat.

    In this game, you would be able to carry over your general knowledge of what guns special qualities are (i.e. flamethrowers are high in damage but short ranged, rocket launchers are long range but the projectiles are slow, etc.) and learn the sequence of buttons you need to press in order to handle each encounter you have with an opponent the best way, without being caught in situations where you don't have any good guns. When players first start the game, they will be expected to only use their most basic weapons until they learn to use combos that utilize their better weapons. Of course, the developers of the game (hopefully me) would be able to predict that people would get the hang of using special combos real quick, which would be the excuse to make the single player/coop portion of the game impossibly hard.

    I haven't quite thought of how to handle this on a keyboard yet, I'm still working on it.

    What do you think?

    1. Epyo

      Epyo

      Have you ever played Infantry Online? It's a mmog top down action ctf/deathmatch game for PC, came out around '99, still has a few people playing today (~80 during peak hours)

      Anyway, the game has tons and tons of weapons, and you buy a few to hold in your inventory, and you set up each thing in your inventory to a button. So, if you've got a kamenev plasma rifle 209 in your inventory, you can set that to Ctrl. If you've got a combat knife, you can set that to Shift+Ctrl. If you've got a particle accelerator, you can set that to tab, or Q, if you have a frag grenade you can set that to Shift+Tab, etc, you get the idea.

      It's one of my favorite games ever made, but unfortunately, the game's biggest flaw is its extreme learning curve.

    2. (See 8 other replies to this status update)

  21. Yeah, so my girlfriend of 2 years broke up with me on Sunday night, and I feel like total shit because I really was starting to feel like our relationship could have been going somewhere further.

    I've been given a lot of reasons as to why she broke up with me, chief among them being that I have on many occasions had a negative attitude, almost bordering on cynical. I feel like if she had communicated her problems to me, we could have worked all of that out. Still, she doesn't want to try and work things out and after giving me a bunch of bullshit excuses (in my opinion), she finally reveals to me that she likes somebody else. Honestly, I'm insulted. She'd much rather try and hook up with somebody she's only known for 3 months and doesn't even know at all than try and work things out with the person she knows loves her for exactly who she is and would do just about anything for.

    So in a lot of regards, I'm extremely conflicted as to what I should do. I feel like she's my best friend, and she's the only one who truly understands me for who I am. I still want her in my life, and she still wants to be close friends, but I feel like if that's how things are going to be, I'm just going to be sitting and watching as she goes off with some other guy and it's going to slowly kill me inside. What's worse is that I feel like I had finally managed to bond with her family and feel like a part of someone else's family a few weeks ago and now I'm essentially being excommunicated.

    I really don't know what to do. The chief advice people have been giving me is to just let it go and start introducing myself to other people, but at this point I don't know if I can bring myself to do that. I don't think people really understand how much our relationship meant to me, and expecting me to just "let it go" over a short period of time is absurd if you ask me. I don't think I could bring myself to try and be in another relationship for quite some time.

    Sorry for the emo rant, and I know Doomworld isn't exactly the best place for this kind of shit, but... whatever.

    1. Epyo

      Epyo

      that sucks man, you guys looked pretty cute together

    2. (See 47 other replies to this status update)

  22. No racism please.
    I really, really just can't get enough fruit yogurt. how about you guys?

    1. Epyo

      Epyo

      I think it's okay to eat fast food, as long as you don't overdo it. NCOIP.

    2. (See 30 other replies to this status update)

  23. Game link

    This is a blog for my second flash game! My first flash game is at http://www.kongregate.com/games/Epyo/wandslinger-the-mana-cycle so that's pretty cool. Anyway in this new game, it's like a roguelike RPG sort of thing. Mouse-only. Click outside the circles to move, click in the outer circle to use primary weapon, click in the inner circle to use secondary weapon (whichever is highlighted at the bottom. those are clickable to select).

    So anyway this will be done in the summer some time.

    BLOG:

    DAY 0: Before totally deciding what game I wanted to make, I spent an hour making this simple game, if you can call it that (it is indeed rather addictive.) I wanted to test out this control scheme where you move your cursor away from your player to point/move him. It works, somewhat. The part that doesn't work very well is that the player has the ability to put the cursor on his player to pause gameplay for a second, to think. But the player probably isn't going to. I don't know if it's because there's no reason to, or if it's because the pacman isn't in the middle of the screen. So I decided for my real next game, to always keep the character in the middle of the screen. (By the way, I played this for an hour and could only get to 3 points. Today I can get to 13+).

    DAY 1: Started the actual project. Took the wizard sprite from wandslinger, made some tiles, made it so that the level moves instead of the player moving. This game is programmed entirely with code, whereas the last one, the levels were designed right into the flash timeline. This should work better, but before, I just wasn't ready.

    TOTAL DEV TIME: 1 hour

    DAY 2: Implemented a dumb level generator, just cause I don't know how to do that yet, and I want to play around with having a grid system. Basically, it covers the grid with random black squares here and there. I don't like it. The real game will look nothing like this.

    TOTAL DEV TIME: 2 hours

    DAY 3: Added the player's projectile system. Coded much cleaner this time around; I'm very happy with it. Right now I've got you shooting a simple little blue circle. Keep in mind you can hold shift to let the game play in real time (or enter if you prefer). Since the game is so unfinished, holding shift makes the game make more sense. There is also the word "Paused" when the game is paused, when the game is done, I'll invent some other way than simply putting that word there.

    Still brainstorming on how to generate levels. I've got some okay ideas...Maybe I can use different coding plans with different areas of the final game.

    TOTAL DEV TIME: 3 hours

    DAY 4: I'm going to go with a small tile-system, for the art (not gameplay.) This is because it's probably going to be an easy way to do generated-levels, and it's going to be easier to make the level art this way. I'd like to make it look like a tile-based NES game like original Zelda or Metroid or Castlevania. Castlevania might be out of my league, but I could get the Metroid 1 tile-based look, I think. Generally your tiles don't even have to look that great, the repetition and grid is usually easy on the eyes.

    The tiles are 40x40 pixels now, you should check it out. I've also got a simple uncovering-system going on, everything looks black until you get close up to it.

    Progress is slow, but this game is a lot harder to make than my last one, and I'm learning a lot of things by trial and error. I'm being more careful this time.

    TOTAL DEV TIME: 5 hours

    DAY 5: MUCH better rendering code now. Tiles that are not on screen are not only invisible, but removed from their display containers. I'm going to try to find a bad computer to test my optimization on, I code like an asshole and I can't tell anything's wrong on this computer.

    TOTAL DEV TIME: 7 hours

    DAY 5 PART 2: Bullet collision detection with the blocks is working, it might need more work later. Movement collision with blocks is mostly working...but when you're sliding up against a row of blocks, you get stuck. That's going to take some thought to fix.

    TOTAL DEV TIME: 8 hours

    DAY 6: First attempt at new art today. I made a brown wall tile. It looks extremely meh. Practice is good, though.

    TOTAL DEV TIME: 9 hours

    DAY 7: Got a lot done today in just one hour! Added enemies (just one for now, reused from Wandslinger), added enemy hit detection with hitpoints, the enemy can move towards you and chase you, he dies in 10 hits, stops his animation when the game is still...I did more stuff I forget!

    Also, lowered the FPS to 30, because 36 was a bit excessive (this might still be a little excessive, but because of the gameplay, it's not really a big deal if it runs a tad slow on older laptops, besides the fact that it will take longer to travel around.) Maybe I'll end up lowering more, but since the bullets are so small sometimes, that might be unwise.

    Still pondering on enemy pathing, how to code their AI. I think they should just walk randomly until they're pretty close to you, or if you damage them...but when they chase you, I need to make them go around rocks and walls, obviously, and when they're waltzing about, that will require some thought as well.

    TOTAL DEV TIME: 11 hours. (1 unrecorded from a few days ago)

    DAY 8: Worked two hours tonight, worked on the vision. Before, it was just a big square arond your character that got uncovered. Now, it's a sort of circle. Looks a lot better, and it should even work faster. There is also a system in place for a night/cave vision mode, where you cannot see behind walls. It's not done yet, so you can't see it, and the first level will be outdoors anyway.

    I think I know an easy way to make monsters invisible when out-of-vision.

    Tomorrow I need to either work on art, level-building, or enemy pathing/actions, or start the decal system (blood n rocks n stuff).

    TOTAL DEV TIME: 14 hours.

    DAY 9: A frustrating day, worked on enemy pathing, don't have much to show for it except a bit more know-how, and a bit more of an idea on what I want.

    TOTAL DEV TIME: 18 hours.

    DAY 10: Wow, after a LOT of work, I got something that should have been very simple working. Code posted below. I suck at geometry I guess <_<

    Almost ready to implement the pathing. The way I plan it to work is that every enemy has two invisible little boxes in front of it. One 10 pixels away, one 50 pixels away. If they feel an object in front of them, they'll choose a better direction, and gradually turn and avoid the object.

    It'll be easy to improve the system further from there.

    TOTAL DEV TIME: 26 hours.

    DAY 11: Playing around with pathing ideas, simple ones right now. This very random map is hard for them to maneuver, harder than the real game will be. I've got a simple hit detector in front of my lizard for now. It has obvious problems.

    TOTAL DEV TIME: 30 hours.

    DAY 12: Fun progress today! Pathing is still extremely simple, but it works, for now. Random maps are removed, for now, I'm reading from a string. I like the lighting system. Enemies now aggro when you see them (and they see you).

    I'm getting sick of the tiles I'm using, so I might get around to "art"ing up some new ones on Monday? Maybe?

    I'd call the game almost playable at this point, whereas yesterday and previously it was a mess, it kind of resembles a future game right now.

    TOTAL DEV TIME: 32 hours.

    DAY 13: Haven't updated in a while <_<

    Pathing still not perfect, but you won't see the guys run through walls much. Anyway, a lot has happened in the past week or two, haven't posted much cause it all happens in little bursts because of all my homework. Just today I made it so that you can sneak up on the enemies, for example.

    I am happy with how the game performs. My gf's computer runs swfs agonizingly slow, but my game runs almost perfectly.

    TOTAL DEV TIME: 42 hours.

    DAY 14: Can't decide if you should click-to-move or hover to move, with spacebar letting you free your mouse...

    Also, there's a bomber/flamer class up right now instead of the wizard. The explosions are invisible, I'm working on those right now. I'll have to test the flamethrower on some other computers because it's probably really laggy.

    TOTAL DEV TIME: 50 hours.

    DAY 15: I think this new class is pretty cool. There's one more thing I want to do, and it is implemented, but not visible yet: If the radius of two bombs overlaps, I want a dotted line to appear between the two bombs, so that if one bomb goes off, the other goes off.

    Also, enemies need to be more difficult, and you need to have a bit more health. There will soon be a food system too.

    Below your hp bar will be a food bar. As long as its above 25%, you'll regen health at normal speed. But if it's below 25%, your health regen will be a lot less. If the bar is empty, you do not regen health. You need to eat food to replenish your bar. Strong foods will fill the bar, and make it a little bit bigger too. Weak foods will fill the bar only slightly.

    TOTAL DEV TIME: 55 hours.

    UPDATE 16: Everything's going great! I'm really excited for what I'll be doing for the next couple of weeks on the game. Today I coded in so that numbers pop up when you hit enemies, showing your damage. It's actually a bigger challenge than I ever expected, on my third try, I'm very happy with the way I coded it. Still need to work on the font though, needs to be more interesting than just yellow typewriter font.

    TOTAL DEV TIME: 60 hours.

    UPDATE 17: Still awesome. Just implemented levelling up and exp system in the past hour. These past two weeks I haven't got to work much ~15 hours maybe, plenty in though. The BOOMERANG is realllllly cool, I recommend you check it out. I've started the item/inventory system. Tomorrow I'll be implementing some code that will let me throw enemies around--for example, when hit by a mine, they should go flying a couple of feet, stunned for a second. Should be very very easy, I'll have a flag for the stun, and two stun vectors are assigned upon stun. I already implemented the flag with the boomerang, you'll notice a star comes out of the enemy as soon as the rang stuns it.

    TOTAL DEV TIME: 75 hours.

    UPDATE 18: Did some pretty extreme surgery on the game last night. You can now pick two different secondary weapons at the start, and toggle between them at the bottom of the game during play. Think it works, but sometimes you can crash with mines. The way mines are coded is a bit ugly, so it's going to be hard to figure out what's wrong...But it might not even be the mines, I've only seen it twice, and it just so happened to be while using mines...

    In addition, my new tile is a lot laggier than the plain brown from before. So rendering is a bit modified: dimmed tiles no longer stay dim out of range. There is now a ring of lit tiles round you, and outside of the circle it's all black ground, except for solid blocks, which remain visible permanently after first seen. I actually like this visual strategy best of all the styles I've tried so far, so, great! Best performance, my favorite look.

    Will add a new weapon today.

    TOTAL DEV TIME: 85 hours.

    UPDATE 19: Woops, didn't update this for weeks. ~20 hours later, rocket guy plays pretty well, there's a combat log in the bottom-right corner ( I really like that feature), all sorts of good stuff is going on right now. Next up is either the inventory system, or redoing the level code so I can have multiple levels...actually, before either of those, I think I need to add decor. Decorations will not block vision, and not block bullets, but block movement. I'll need to use this for water, pits, boulders, voids, bushes, and the like. Yeah. That's next.

    Oh yeah, there's teleporters and stealth too. Stealth is a little bit easy. Need to implement crits from behind or something, and then make sneaking harder.

    TOTAL DEV TIME: 105 hours.

    1. Epyo

      Epyo

      I did something rather silly a few days ago and realized maybe I should share it.

      http://www.wheelchairunicorn.com/thereisacaveLOL3d.html

      I added a slight 3d effect to the game. Took about ten minutes, and I think it doesn't look that great (especially those nagging black lines at the edges), so I'm probably not going to actually use the effect, but, it's kind of a cool idea, and a lot of people don't know that flash actually supports a sort of 3d. You can move stuff up and down the z axis and even rotate stuff--but only sprites, so its kind of funny.

      So anyway there you go.

    2. (See 9 other replies to this status update)

  24. Game link

    This is a blog for my second flash game! My first flash game is at http://www.kongregate.com/games/Epyo/wandslinger-the-mana-cycle so that's pretty cool. Anyway in this new game, it's like a roguelike RPG sort of thing. Mouse-only. Click outside the circles to move, click in the outer circle to use primary weapon, click in the inner circle to use secondary weapon (whichever is highlighted at the bottom. those are clickable to select).

    So anyway this will be done in the summer some time.

    BLOG:

    DAY 0: Before totally deciding what game I wanted to make, I spent an hour making this simple game, if you can call it that (it is indeed rather addictive.) I wanted to test out this control scheme where you move your cursor away from your player to point/move him. It works, somewhat. The part that doesn't work very well is that the player has the ability to put the cursor on his player to pause gameplay for a second, to think. But the player probably isn't going to. I don't know if it's because there's no reason to, or if it's because the pacman isn't in the middle of the screen. So I decided for my real next game, to always keep the character in the middle of the screen. (By the way, I played this for an hour and could only get to 3 points. Today I can get to 13+).

    DAY 1: Started the actual project. Took the wizard sprite from wandslinger, made some tiles, made it so that the level moves instead of the player moving. This game is programmed entirely with code, whereas the last one, the levels were designed right into the flash timeline. This should work better, but before, I just wasn't ready.

    TOTAL DEV TIME: 1 hour

    DAY 2: Implemented a dumb level generator, just cause I don't know how to do that yet, and I want to play around with having a grid system. Basically, it covers the grid with random black squares here and there. I don't like it. The real game will look nothing like this.

    TOTAL DEV TIME: 2 hours

    DAY 3: Added the player's projectile system. Coded much cleaner this time around; I'm very happy with it. Right now I've got you shooting a simple little blue circle. Keep in mind you can hold shift to let the game play in real time (or enter if you prefer). Since the game is so unfinished, holding shift makes the game make more sense. There is also the word "Paused" when the game is paused, when the game is done, I'll invent some other way than simply putting that word there.

    Still brainstorming on how to generate levels. I've got some okay ideas...Maybe I can use different coding plans with different areas of the final game.

    TOTAL DEV TIME: 3 hours

    DAY 4: I'm going to go with a small tile-system, for the art (not gameplay.) This is because it's probably going to be an easy way to do generated-levels, and it's going to be easier to make the level art this way. I'd like to make it look like a tile-based NES game like original Zelda or Metroid or Castlevania. Castlevania might be out of my league, but I could get the Metroid 1 tile-based look, I think. Generally your tiles don't even have to look that great, the repetition and grid is usually easy on the eyes.

    The tiles are 40x40 pixels now, you should check it out. I've also got a simple uncovering-system going on, everything looks black until you get close up to it.

    Progress is slow, but this game is a lot harder to make than my last one, and I'm learning a lot of things by trial and error. I'm being more careful this time.

    TOTAL DEV TIME: 5 hours

    DAY 5: MUCH better rendering code now. Tiles that are not on screen are not only invisible, but removed from their display containers. I'm going to try to find a bad computer to test my optimization on, I code like an asshole and I can't tell anything's wrong on this computer.

    TOTAL DEV TIME: 7 hours

    DAY 5 PART 2: Bullet collision detection with the blocks is working, it might need more work later. Movement collision with blocks is mostly working...but when you're sliding up against a row of blocks, you get stuck. That's going to take some thought to fix.

    TOTAL DEV TIME: 8 hours

    DAY 6: First attempt at new art today. I made a brown wall tile. It looks extremely meh. Practice is good, though.

    TOTAL DEV TIME: 9 hours

    DAY 7: Got a lot done today in just one hour! Added enemies (just one for now, reused from Wandslinger), added enemy hit detection with hitpoints, the enemy can move towards you and chase you, he dies in 10 hits, stops his animation when the game is still...I did more stuff I forget!

    Also, lowered the FPS to 30, because 36 was a bit excessive (this might still be a little excessive, but because of the gameplay, it's not really a big deal if it runs a tad slow on older laptops, besides the fact that it will take longer to travel around.) Maybe I'll end up lowering more, but since the bullets are so small sometimes, that might be unwise.

    Still pondering on enemy pathing, how to code their AI. I think they should just walk randomly until they're pretty close to you, or if you damage them...but when they chase you, I need to make them go around rocks and walls, obviously, and when they're waltzing about, that will require some thought as well.

    TOTAL DEV TIME: 11 hours. (1 unrecorded from a few days ago)

    DAY 8: Worked two hours tonight, worked on the vision. Before, it was just a big square arond your character that got uncovered. Now, it's a sort of circle. Looks a lot better, and it should even work faster. There is also a system in place for a night/cave vision mode, where you cannot see behind walls. It's not done yet, so you can't see it, and the first level will be outdoors anyway.

    I think I know an easy way to make monsters invisible when out-of-vision.

    Tomorrow I need to either work on art, level-building, or enemy pathing/actions, or start the decal system (blood n rocks n stuff).

    TOTAL DEV TIME: 14 hours.

    DAY 9: A frustrating day, worked on enemy pathing, don't have much to show for it except a bit more know-how, and a bit more of an idea on what I want.

    TOTAL DEV TIME: 18 hours.

    DAY 10: Wow, after a LOT of work, I got something that should have been very simple working. Code posted below. I suck at geometry I guess <_<

    Almost ready to implement the pathing. The way I plan it to work is that every enemy has two invisible little boxes in front of it. One 10 pixels away, one 50 pixels away. If they feel an object in front of them, they'll choose a better direction, and gradually turn and avoid the object.

    It'll be easy to improve the system further from there.

    TOTAL DEV TIME: 26 hours.

    DAY 11: Playing around with pathing ideas, simple ones right now. This very random map is hard for them to maneuver, harder than the real game will be. I've got a simple hit detector in front of my lizard for now. It has obvious problems.

    TOTAL DEV TIME: 30 hours.

    DAY 12: Fun progress today! Pathing is still extremely simple, but it works, for now. Random maps are removed, for now, I'm reading from a string. I like the lighting system. Enemies now aggro when you see them (and they see you).

    I'm getting sick of the tiles I'm using, so I might get around to "art"ing up some new ones on Monday? Maybe?

    I'd call the game almost playable at this point, whereas yesterday and previously it was a mess, it kind of resembles a future game right now.

    TOTAL DEV TIME: 32 hours.

    DAY 13: Haven't updated in a while <_<

    Pathing still not perfect, but you won't see the guys run through walls much. Anyway, a lot has happened in the past week or two, haven't posted much cause it all happens in little bursts because of all my homework. Just today I made it so that you can sneak up on the enemies, for example.

    I am happy with how the game performs. My gf's computer runs swfs agonizingly slow, but my game runs almost perfectly.

    TOTAL DEV TIME: 42 hours.

    DAY 14: Can't decide if you should click-to-move or hover to move, with spacebar letting you free your mouse...

    Also, there's a bomber/flamer class up right now instead of the wizard. The explosions are invisible, I'm working on those right now. I'll have to test the flamethrower on some other computers because it's probably really laggy.

    TOTAL DEV TIME: 50 hours.

    DAY 15: I think this new class is pretty cool. There's one more thing I want to do, and it is implemented, but not visible yet: If the radius of two bombs overlaps, I want a dotted line to appear between the two bombs, so that if one bomb goes off, the other goes off.

    Also, enemies need to be more difficult, and you need to have a bit more health. There will soon be a food system too.

    Below your hp bar will be a food bar. As long as its above 25%, you'll regen health at normal speed. But if it's below 25%, your health regen will be a lot less. If the bar is empty, you do not regen health. You need to eat food to replenish your bar. Strong foods will fill the bar, and make it a little bit bigger too. Weak foods will fill the bar only slightly.

    TOTAL DEV TIME: 55 hours.

    UPDATE 16: Everything's going great! I'm really excited for what I'll be doing for the next couple of weeks on the game. Today I coded in so that numbers pop up when you hit enemies, showing your damage. It's actually a bigger challenge than I ever expected, on my third try, I'm very happy with the way I coded it. Still need to work on the font though, needs to be more interesting than just yellow typewriter font.

    TOTAL DEV TIME: 60 hours.

    UPDATE 17: Still awesome. Just implemented levelling up and exp system in the past hour. These past two weeks I haven't got to work much ~15 hours maybe, plenty in though. The BOOMERANG is realllllly cool, I recommend you check it out. I've started the item/inventory system. Tomorrow I'll be implementing some code that will let me throw enemies around--for example, when hit by a mine, they should go flying a couple of feet, stunned for a second. Should be very very easy, I'll have a flag for the stun, and two stun vectors are assigned upon stun. I already implemented the flag with the boomerang, you'll notice a star comes out of the enemy as soon as the rang stuns it.

    TOTAL DEV TIME: 75 hours.

    UPDATE 18: Did some pretty extreme surgery on the game last night. You can now pick two different secondary weapons at the start, and toggle between them at the bottom of the game during play. Think it works, but sometimes you can crash with mines. The way mines are coded is a bit ugly, so it's going to be hard to figure out what's wrong...But it might not even be the mines, I've only seen it twice, and it just so happened to be while using mines...

    In addition, my new tile is a lot laggier than the plain brown from before. So rendering is a bit modified: dimmed tiles no longer stay dim out of range. There is now a ring of lit tiles round you, and outside of the circle it's all black ground, except for solid blocks, which remain visible permanently after first seen. I actually like this visual strategy best of all the styles I've tried so far, so, great! Best performance, my favorite look.

    Will add a new weapon today.

    TOTAL DEV TIME: 85 hours.

    UPDATE 19: Woops, didn't update this for weeks. ~20 hours later, rocket guy plays pretty well, there's a combat log in the bottom-right corner ( I really like that feature), all sorts of good stuff is going on right now. Next up is either the inventory system, or redoing the level code so I can have multiple levels...actually, before either of those, I think I need to add decor. Decorations will not block vision, and not block bullets, but block movement. I'll need to use this for water, pits, boulders, voids, bushes, and the like. Yeah. That's next.

    Oh yeah, there's teleporters and stealth too. Stealth is a little bit easy. Need to implement crits from behind or something, and then make sneaking harder.

    TOTAL DEV TIME: 105 hours.

    1. Epyo

      Epyo

      Totally agreed! Hopefully my classes will be simple enough that no explanation will be needed--that's why each only will only have three controls: Move, Primary Attack, Secondary Attack. No instructions necessary, but the replay value of the game is increased exponentially, since there's always a different character to play.

      My biggest goal with the game is to bring my favorite elements of roguelikes to a flash game-style, without any of the bits I don't like (ridiculously complicated rules, grid-based gameplay, lack of graphics, irritating inventory management).

      The joy of a roguelike, in my opinion, is the suspense between each decision you make, and how it is multiplied by the presence of permanent-death. Small-scale decisions like to fight or flee, and large-scale decisions like whether to search the whole floor for food and equipment, are what makes roguelikes fun (to me). I do not know if my game will ever capture this, but I won't call it done until I do.

    2. (See 9 other replies to this status update)

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