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Fury's Sky - Resting these Wings... (GZDoom flight game)


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An absolute BEAUTY of what ZScript can REALLY do to the engine if you're creative enough (and willing to tolerate ZScript).

 

When I first played this I wont lie I did question if this was a GZDooM mod and not some cool, stand alone fan project on like a newly built engine.

 

The controls are really tight and great to manoeuvre in the sky with. Also, I noticed when holding down spacebar to brake, you can perform a sharp turn quickly. That has some really good potential to it!

 

 

With that being said... I seriously can't beat the first campaign mission. The first 2 cluster of enemies are fine but out of nowhere the same looking enemies randomly chip of like 20% of my health in 1 bullet. Harsh much? What doesn't help is aiming is really difficult due to how small your projectile is. I did end up relying on my secondary more then I should.

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1 hour ago, DynamiteKaitorn said:

 

With that being said... I seriously can't beat the first campaign mission. The first 2 cluster of enemies are fine but out of nowhere the same looking enemies randomly chip of like 20% of my health in 1 bullet. Harsh much? What doesn't help is aiming is really difficult due to how small your projectile is. I did end up relying on my secondary more then I should.

 

There is a bit of jank going on with the enemies' bullets. They appear to deal way too much damage at seemingly random times. This is a known issue and I'm looking forward to the day I can squash that particular issue. 

 

The bullet hitbox thing I can concede could be made bigger though. 

 

Quick question; are you grabbing the yellow pickups? Those can allow you to repair yourself. Hold Q to use by default. 

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I got around to clearing the tutorial, as well as the first and second mission.

Pretty decent; reminds me of my childhood days playing stuff like Armour-Geddon and Starglider on the Atari ST, and perhaps a bit of Afterburner and G-LOC from the Arcades in the 90's.

 

Whilst I'm not sure what it was like before your afformentioned balance pass (downloaded this morning), I thought the difficulty was a-ok if you listen to everything in the tutorial and put it into action: with rapid speed changes, the shield stop/break, its not too hard to dodge enemies, preserve energy and gun enemies down (I was using Mouse and Keyboard) whilst knocking away or polishing off smaller foes with rockets, and then repairing the couple of hits you did take with Q. The base turrets (tanks?) actually did the most damage to me as they salvo whilst you're establishing a missile lock. I can also say that as someone who doesn't play many flight-sims (the last significant jet thing I played was Heatseeker for the Wii, I'm fairly sure, which is as arcadey as they get but hilarious fun and a good milestone).

 

The meatier planes attacking the transport took a bit more of a beating (even though I upgraded damage and energy efficiency with my level 1 currency) which got me a bit worried, but fortunately they seemed quite inaccurate. My wingman seemed to dissapear at some point during level 2; not sure if he was shot down or just got stuck somewhere after getting him to engage at will.

 

As for quirks; I did notice the A.I. planes happily nose-first against walls from time to time which was mostly funny if inappropriate. Whilst we can almost turn on a dime, it seems like they're pretty bad at it!

 

Also, the fact that the enemies literally teleport in above you in level 2 is a bit weird; I mean, coming in with the sun at your back is a standard air attack strategy, so I've got no problem them coming from above, but teleporting above the transport is a bit rude. XD

 

Part of me would like to see more complex geometry in the world as well, as the world seems like its from the generation of very early 3d (late 80's), whilst the ship models are more like early 90's. That's probably why Armour-Geddon came to mind; as it was like that with its giant pyramids that were meant to be mountains, but your jet/tank/hover etc. had about 20-30 polys, like the sort of Frontier Elite II level. But these are just personal musings, keep whatever style you feel works best for you.

Edited by eharper256

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12 minutes ago, eharper256 said:

I got around to clearing the tutorial, as well as the first and second mission.

Pretty decent; reminds me of my childhood days playing stuff like Armour-Geddon and Starglider on the Atari ST, and perhaps a bit of Afterburner and G-LOC from the Arcades in the 90's.

 

Whilst I'm not sure what it was like before your afformentioned balance pass (downloaded this morning), I thought the difficulty was a-ok if you listen to everything in the tutorial and put it into action: with rapid speed changes, the shield stop/break, its not too hard to dodge enemies, preserve energy and gun enemies down (I was using Mouse and Keyboard) whilst knocking away or polishing off smaller foes with rockets, and then repairing the couple of hits you did take with Q. The base turrets (tanks?) actually did the most damage to me as they salvo whilst you're establishing a missile lock. I can also say that as someone who doesn't play many flight-sims (the last significant jet thing I played was Heatseeker for the Wii, I'm fairly sure, which is as arcadey as they get but hilarious fun and a good milestone).

 

The meatier planes attacking the transport took a bit more of a beating (even though I upgraded damage and energy efficiency with my level 1 currency) which got me a bit worried, but fortunately they seemed quite inaccurate. My wingman seemed to dissapear at some point during level 2; not sure if he was shot down or just got stuck somewhere after getting him to engage at will.

 

As for quirks; I did notice the A.I. planes happily nose-first against walls from time to time which was mostly funny if inappropriate. Whilst we can almost turn on a dime, it seems like they're pretty bad at it!

 

Also, the fact that the enemies literally teleport in above you in level 2 is a bit weird; I mean, coming in with the sun at your back is a standard air attack strategy, so I've got no problem them coming from above, but teleporting above the transport is a bit rude. XD

 

Part of me would like to see more complex geometry in the world as well, as the world seems like its from the generation of very early 3d (late 80's), whilst the ship models are more like early 90's). That's probably why Armour-Geddon came to mind; as it was like that with its giant pyramids that were meant to be mountains, but your jet/tank/hover etc. had about 20-30 polys, like the sort of Frontier Elite II level. But these are just personal musings, keep whatever style you feel works best for you.

 

Hey, I'll take pretty decent. At least it's several steps above complete trash. :P

 

The AI has been a constant issue with this. Flying AI in general is hard, and making it work in GZDoom of all things is harder still. I did pick up a few tricks while I was working on my Unity project, so it would behoove me to revisit the collision detection soon. 

 

Funny that you thought the planes teleport though; they actually don't. In reality, they're hidden near the top of the walls. The idea was to simulate them coming over the walls to attack the transport, but I guess I can see how it would look like teleporting. 

 

As for world geometry, it's gonna be more of a focus going forward. Not just in detail, but also having more tight-spaces and maze-like areas to take advantage of the airbrake mechanics. 

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'Pretty decent' is high praise from me, by the way. I don't throw around terms like 'brilliant' hardly at all.

 

For example; I keep a record of lots of Doom megawads I've played, and I've never scored 10/10 to anything. Not one. 9/10 has been given to only six megawads among the hundreds in the files. So yeah; I'm not an IGN reviewer, that's for sure. XD

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5 minutes ago, eharper256 said:

'Pretty decent' is high praise from me, by the way. I don't throw around terms like 'brilliant' hardly at all.

 

For example; I keep a record of lots of Doom megawads I've played, and I've never scored 10/10 to anything. Not one. 9/10 has been given to only six megawads among the hundreds in the files. So yeah; I'm not an IGN reviewer, that's for sure. XD

 

Haha, I'll keep that in mind! Thanks! 

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New update! And yes, I nerfed the Gemini AGAIN. Thing won't stop being OP, lol.

 

EDIT: I am seriously considering doing a facelift of all the player and AI models in the game. Here's my redo of the Enforcer...1528602657_Hangar-FurysSky2020-06-1110-08-46_Moment.jpg.4d4261bc7e56c0ec5e49d81bc863ffb3.jpg

Edited by Johnny B. Getgoode (The Guy)

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  • 5 weeks later...

Hey guys! Sorry for not being so active. My Unity game project has consumed most of my spare time, so I put FS on the backburner. It is still on my mind, however, and last I worked, I was putting in new models and textures for the player planes. 

I'll keep you posted once I have new developments. 

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  • 3 weeks later...

Does this project have a Discord server? Would be a pleasure to join there to know the latest news on the development.

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  • 4 weeks later...
On 7/27/2020 at 6:28 AM, InDOOMnesia said:

Does this project have a Discord server? Would be a pleasure to join there to know the latest news on the development.

 

Sorry for taking so long to respond, but the closest thing to an "official" Discord is the PCMG Discord. PCMG is a creative group that I'm involved with. Invites are available upon request.

 

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  • 7 months later...
  • 1 year later...

Good evening, or whatever time of day it is where you are. It's been a long time. Years in fact. 

A lot has changed in the time since the last time I updated Fury's Sky. I embarked on a couple of Unity Engine projects to level up my skillset. I managed to secure my own apartment and live by my own means. And, I've grown exponentially as a person, both in character and emotional state. 

And on that note, I realize that I've been incredibly immature with my handling of this project. When I started Fury's Sky, I had this conceited desire to get recognition and kudos. I can easily point to numerous deep-seated psychological issues as to why I felt this way, but regardless of this immaturity's source, the result was the same; I grew far too frustrated when this project didn't get what I wanted. I used the project as a tool, and that in turn caused me no shortage of depression and anger when the tool didn't produce as I wished. The same came of my Unity projects as well, even as I still work on one. 

Naturally, this is an extremely unhealthy state of mind, and I felt immense guilt for dropping this trying to reach for stardom. In the course of the rat race, I had forgotten how I came this far in the first place: enjoyment. It was fun to work on this, and discover just what I could do and how I could improve the project. It was fun to debug and tweak everything, even if it causes me some frustration sometimes. There's no denying it; I love this stuff, and it would be a crying shame if I abandoned this game completely just to chase foolish ambition and make myself even more miserable. 

So I'm coming back. 

Starting today, Fury's Sky will resume development. And just to show I'm serious, I've already gone ahead and uploaded a new version of the game. It contains new music files, among a handful of other things. Going forward, I'm going to develop new levels and enemies, so sit tight! 

Also, if anyone wants to contribute anything towards this, I'm definitely looking for volunteers. Message me if you want to help. 

Thank you so much for your patience. I promise to be a good boy going forward. ;)

Johnny B. Getgoode. 

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Good to hear; as I mentioned in my short review a couple of years back, I thought you had some nice early access content here back in the day.

And yes, absolutely, you must do modding because you like doing it, not because you're seeking praise. I wouldn't still be doing Walp if it was purely interested in praise. XD

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24 minutes ago, eharper256 said:

Good to hear; as I mentioned in my short review a couple of years back, I thought you had some nice early access content here back in the day.

And yes, absolutely, you must do modding because you like doing it, not because you're seeking praise. I wouldn't still be doing Walp if it was purely interested in praise. XD

 

Thank you very much!

And yeah, I really do enjoy this stuff. I'd forgotten just how much fun it is to work with GZDoom; there's a reason Doom mods are still being made, even today, and that's because of truly stellar modding tools from the ZDoom team. Whether this mod gets praised or not, I still derive enjoyment just working on it. I'll need to keep that in mind going forward. :P 

Minor dev update: Been polishing up some bugs with MenuDef and some game logic. Seems the later versions of GZDoom changed around a few things with CVars so I'll have to adapt. So far so good though. 

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  • 3 months later...

It's been 2 years since I last played this, and I'm glad to find out that it still has updates as recent as June this year! Will download and play this again after a long time.

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