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Anyone interested in making maps for a Doom clone?
not_sure replied to not_sure's topic in Doom General
No problem. To clarify, I've been into indy development since garage game was a thing and unity for a good seven years. So saying that doing something in Doom is easier would not be the case for me. Also, I think the term "clone" is hanging some people up. I don't mean I'm going to remake Doom assets. I'm just going to borrow many of its mechanics and themes. It will be an original IP. Well, original enough to not have any copyright strikes on it. I feel like I'm losing everone. Let me come back and post a proof of concept to showcase what I'm doing. Then if anyone is interested I'd be happy to provide tools to create content. Both for fun and for contribution if you are so inclined. I'm currently 90% down with the character controller, a weapon, a pick up, and an enemy. Once you get the first prefabs done, the others are much easier because a lot of code is reused. Sound good? -
Anyone interested in making maps for a Doom clone?
not_sure replied to not_sure's topic in Doom General
Because I want to make a game? I don't understand the question. -
Anyone interested in making maps for a Doom clone?
not_sure replied to not_sure's topic in Doom General
Nah, screw that. No one wants to read a GDD. I'm going to roll out a demo level. And you are correct, there are thousands of projects out there. I'm well aware of the competition. I've been into game dev my whole life. Doesn't matter, this is a passion project. I'm doing it for fun. Just looking to see if anyone here would be interested in joining me. I mean, lots of people make Doom levels for fun with no intention of making money. I'm sure a few of those people would like to make levels in a new game. -
Anyone interested in making maps for a Doom clone?
not_sure replied to not_sure's topic in Doom General
Well, it's all primitives right now (I'm a coder, not an artist) so screen shots aren't going to do it justice. Right now I'm working on a plasma rifle that has a BFG alt fire and I am very pleased with the results. Once I get that done and a couple basic enemies maybe I can throw together a demo level and everyone can see where I'm going with it. I'll probably start with an enemy that chases you (Demon), an enemy that shoots raycast shots (Grunt), and an enemy that shoot rockets (Imp). And as far as the weapons go I'm looking looking at 5 total. Four of them will be guns with an alt fire each and one will be a melee with an alt attack. I spent a lot of time prototyping and found that this is a good number to not overwhelm players and cover a good range of tactical options. -
Hi everyone, As I mentioned earlier I've been using Doom Builder to brush up on my mapping skills for a Doom clone I'm working on. I feel like I'm coming along nicely, but I got to say I'm blown away by how good some of your maps are. So, it's probably a ways out but would anyone be interested in making maps for my game? It's being made in Unity and I will provide all the assets. You'd just need to use Pro Builder (very easy to learn) to make the level and drag and drop the items (such as enemies, weapons, ammo, health, doors, elevators, and so on) onto the map. I would do a pass on the maps to make sure they fit together well and edit them as needed, but the bulk of it would stay true to your creations. As far as compensation goes this would be more of a passion project and I wouldn't count on it as a surefire way to make money, but I would of course give compensation if it did make money. I think what would be fair is to take the net gross, and divide it by four. One part for the programming, one part for the art, one part for administration/promotion, and one part for the content. Then the levels would be divided by the percentage of the game it fills. So if the game has 40 levels (the same amount of levels as the original Doom) each level would be 1/40th of the content, or 1/160th the total revenue per level. So if the game makes $1,000,000 profit each level would net $6,250. That's a lot of big "ifs" though, so again, this would be more of a passion project. Would anyone be interested?
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I'm struggling to unpack this. Of course, I self test. But it's impossible to predict how users will go through it and if they'll catch the secrets or not. The only way to assess that is to have a tabula rasa play it. The moment they know there's a secret you can never undo that. So why would I tell them where they are? I apologize if I'm misunderstood what you meant.
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That makes a lot of sense! Thank you, I'll give it atry!
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Ah, it's no biggie. The map is just for testing.
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Hmm... Well thank you for all your help. Maybe, I'll just try starting a new map.
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Yeah, I did the files on GIMP. But then when I tried to start the level I got this:
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Yeah, I was thinking there may be a color designated as the alpha channel because that's how Build 3d (Duke 3d) handles it. And I know Doom is older than png, that's why I was asking if there was a different format. I am using Hexen / ZDoom. Sorry, should have mentioned that earlier. And I was doing a ZDoom skybox to experiment with. I was thinking of making a curved dome with a Hexen duel layer sky and making poly clouds that rotate around the view point. Anyway, I just can't figure out how to make a texture with transparencies.
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Hey everyone, so I'm trying to make a skybox with transparent clouds in the foreground. Problem is that when I try to make a PNG with transparency DOOM craps the bed. Not too surprising, given the game's age. I'm guessing that I need to use a color that's designated as the alpha, correct? Or do I need to make it a specific file type?
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Thanks for the video! It's fun seeing how others play the level for the first time. Yeah, it's packed full of issues. I'll most likely scrap the whole level and just keep some of the elements for later ideas.
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OH, DUH! It's RIGHT there under settings! Sorry, I was expecting it to be under actions.
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Hey everyone, I'm using ZDoom/Hexen setup to make a Doom 2 level and I'm trying to figure out how to make walk triggers that repeat. I have it set to open a door when you walk over it, then have the door close after a moment, but it does not work again after used. Right now I have it set up like this: