Johnny B. Getgoode (The Guy) Posted June 2, 2020 (edited) Hello and welcome! Back in April 2019, Proud Cipher and I released Fury's Sky, a flight action game written with ZScript using the GZDoom source port, onto the world. The game was largely well received, but didn't gain a whole lot of traction in the Doom community. This made me a sad panda, and I shelved working on the game for almost a year. Well, I decided to kick my depression to the curb, and continue working on FS. Starting today, new builds of Fury's Sky will be made available to the public! Here's what you can expect from FS in it's current state (June 13, 2023) 1. 12 playable campaign levels that test your skills as a pilot. 2. 8 flyable planes, with all available in Master mode. 3. An upgrade system that allows you to tweak each planes health, damage, handling, and more! 4. Multiple primary and secondary weapon options for each plane. 5. Deathmatch mode with teams, and a single compatible map (MAP 101). Trailer: Here is the latest build (Updated June 13, 2023). Have fun! How to run: 1. Get the latest GZDoom (4.8 or above should work) 2. Download the file above. 3. Place it in your GZDoom wads folder. 4. Run GZDoom and select Fury's Sky from the list. Story: Long ago, warring nations ravaged the land. Their incessant conflicts birthed weapons of increasing destructive power, and the earth drank of the blood of countless warriors. Fearing the end of humanity by it's own hands, the Hero Levin, amassing an army to rival any nation, ended the conflicts between the nations of old. Wielding flying machines powered by a strange energy, Levin decisively shattered the Nations of Old, and brought world peace. But it was not to last. Power-hungry warlords from around the world acquired Levin's flying machines for themselves, and began to declare independence from the Holy Nation of Levin. But they were as cautious as they were cunning. Fearing the coming of a second Hero, these warlords and their descendants turned to mercenaries to fight other nations on their behalf, creating a nearly endless cycle of proxy wars. The Nations of Old could flourish as they once had, and maintain the pretense of global peace while building their own strength and arms. One such mercenary company was the Yellow Jackets. Founded by and in servitude to the Kingdom of Liefton, the Yellow Jackets maintained a strict code of honor, never to attack unless they themselves were. The memory of Levin was still strong in this band of warriors, and secretly they longed for the return of the Hero to end the proxy wars. One fateful day, they were attacked by a company of fiendish renown known as the Night Owls, who answered to no country. Mobilizing their forces, they moved to strike back, and unravel the mystery of the Night Owls' motives. What they would find would run deeper than they could've ever imagined... Planes: 1. Enforcer A common, reliable fighter used by mercenaries and national armies around the world. Boasts a varied and dependable arsenal. Primary Weapons: a. Force Cannon: Launches a single projectile at a moderate fire rate. b. Corrosion Cannon: Fires a projectile that inflicts gradual damage to a target on impact. Slow fire rate. c. Hounding Cannon: Fires a projectile that continuously seeks targets, one after another. Secondary Weapons: a. Force Missile: Lock on to a target to fire a homing projectile. b. Blast Missile: Lock on to a target to fire a homing projectile that explodes on impact. c. Splinter Missile: Lock on to a target to fire three homing projectiles that encircle a target. 2. Condor A large, bulky fighter employed in assaults as close air support. As tough as it is sluggish. Primary Weapons: a. Scatter Pulse: Fire a spread of projectiles. b. Spread Pulse: Fire an array of projectiles in a fixed pattern. c. Backdraft Pulse: Fire a single shot that releases homing projectiles backwards on impact with an enemy or surface. Secondary Weapons: a. Force Bolt: Rapid-fire a stream of projectiles with severe damage falloff. b. Flak Shell: Fire a pulse of energy that explodes after a set distance, or on contact. c. Displacement Shot: Fire a large pulse that pushes projectiles away from it as it flies. 3. Gungnir An advanced fighter with the latest in homing and explosive weaponry. So expensive that few companies can afford it. Primary Weapons: a. Trident Missile: Lock on to a target to fire three projectiles. b. Comet Missile: Fire an unguided projectile that releases homing shards along its path. c. Blast Missile: Lock on to a target to fire a homing projectile that explodes on impact. Secondary Weapons: a. Heavy Torpedo: Lock on to a target to fire a slow, powerful missile. b. Remote Torpedo: Fire an unguided explosive round. Hold down the fire button to increase travel time, and release to make it explode. c. Trident Missile: Lock on to a target to fire three projectiles. 4. Locust One of the fastest interceptors ever produced, it is a favorite of many an elite pilot squadron. Primary Weapons: a. Accelerating Shot: Fire fast-moving projectiles straight ahead. The number and speed increase with the shooter's velocity. b. Rending Orbiters: Deploy two energy spheres that encircle the plane to deal damage and restore hull integrity. c. Destruction Pulse: Release a powerful close-range blast from the hull of the plane. Secondary Weapons: a. Proximity Mine: Release an explosive that detonates when an enemy flies near. b. Accelerating Shot: Fire fast-moving projectiles straight ahead. The number and speed increase with the shooter's velocity. c. Tractor Beam: Release an energy wave that ensnares and pulls enemy planes toward the craft. 5. Scarab A new fighter equipped with energy siphoning technology. It's origins are shrouded in mystery. Primary Weapons: a. Reinforcing Strand: Hold down the fire button and release to fire a stream of projectiles. Successful hits grant a shield. Secondary Weapons: a. Absorption Beam: Fire an energy beam that restores a large amount of energy when it hits an enemy. b. Absorption Pulse: Release a pulse from the hull of the plane that restores energy when it hits enemies. c. Redirection: Utilize stored Charge to restore energy and grant a shield. Hold down the button to use more charge. 6. Hatchet An experimental aircraft with blazing speed and a powerful close-range weapon. Primary Weapons: a. Cleaving Charge: Fly at great speed and deal heavy damage to any enemy you make contact with. Successful hits restore hull integrity and grant Charge. Secondary Weapons: a. Seeking Swords: Consume stored Charge to unleash a volley of homing projectiles. Hold down the button to use more charge and fire a greater salvo. b. Judgment Ray: Use stored Charge to fire a highly damaging beam of energy. Hold down the button to use more charge and extend the beam's life. c. Immolation Peal: Use Charge to deploy an energy pulse that discharges at enemies from below. Hold down the button to use more charge and extend active time. 7. Gemini A slow, sluggish plane with an automated turret that it can leverage to protect itself. Primary Weapons (Can be used by both the plane and the turret): a. Force Cannon: Launches a single projectile at a moderate fire rate. b. Scatter Pulse: Fire a spread of projectiles. c. Blast Bullet: Fire a fast moving projectile that explodes on impact. 8. Vesper A fighter with an experimental device that can warp space around it. Developed in secret by an unknown manufacturer. Primary Weapons: a. Energy Stinger: Launches a single projectile that deals gradual damage on impact. b. Stinger Strike: Fire a spread of three projectiles that deal gradual damage on impact. c. Spread Flare: Fire three pulses of energy in a spread that explode after a set distance, or on contact. Secondary Weapons: a. Reversal Warp: Target an enemy and warp behind them, leaving homing projectiles at your former position. b. Spatial Lasso: Target an enemy and gain the ability to circle around them in any direction. c. Fading Strike: Target and enemy and warp behind them, while damaging them and restoring hull integrity. Credits: Proud Cipher: UI/HUD elements, some SFX, being the bestest bud in the world. :3 Pervokative: Music SAbrams: Music KGrohn: Logo/Graphic Design Screenshots: Changelog (June 2, 2020) 1. Plane Energy total has been raised from 250 to 300. 2. Planes no longer take collision damage from other planes (floors, walls, and ceilings still damage you). 3. Player projectiles have been altered to be slightly slower, requiring more skill to use effectively. New Update 1 (June 2, 2020) 1. Projectile speed reverted back to old formulas (they move faster). 2. Controls have been altered. There is no longer any auto-yaw, and the planes are much more maneuverable, allowing for easier aiming and evasion. 3. Fixed an issue where the raised energy cap didn't manifest in game. New Update 2 (June 2, 2020) 1. Player projectiles have a bigger hitbox. 2. Fixed an issue where the plane would yaw while in freecam. 3. Enemy projectiles deal reduced damage. New Update 3 (June 4, 2020) 1. Raised Scarab's starting health from 90 to 120. 2. Raised Hatchet's starting health from 100 to 130. 3. Fixed a bug that caused the mission menu to display when starting the tutorial from the hangar. 4. Added Master Mode into the game. This new mode has all planes and weapons unlocked from the start, but you take double damage (planes still need to be upgraded, however). Hotfix 1 (June 4, 2020) 1. Altered the way health is restored when planes use charge to repair (intended to stop enemies from dealing more damage than normal). New Update 4 (June 5, 2020) 1. Halved the time the Scarab's shield stays up when enemy is hit by projectile. 2. Increased the energy gained per hit from Absorption Pulse. 3. Increased the shield time gained when Redirection is used. 4. Scarab's Primary Fire is no longer affected by rate of fire upgrades. 5. Added a delay and special effect when the Vesper's Warp Counter is triggered. 6. Increased the active time for all Vesper secondary fire modes. 7. Reduced maneuverability for Gemini and Condor. 8. Doubled energy consumption rate for all Gemini primary fire modes. 9. Removed old code that caused missiles and the Gemini turret to acquire targets without using the laser pointer. 10. Adjusted radar to hide actors that aren't enemies, allies, players, or Charge pickups. New Update 5 (June 7, 2020) 1. Adjusted the Gemini's turret so that target is lost when the Gemini's energy is depleted (Energy does not refill when the turret has a target). 2. Adjusted the airbrake so that players can airbrake without energy, but generating a shield costs 50 energy, and at least 1 energy is needed to deploy it. 3. Fixed a bug that caused player planes to reset the somersault maneuver when pitching or yawing. New Update 6 (June 8, 2020) 1. Added MAP06 into the game. 2. Made some tweaks to enemy and friendly AI. New Update 7 (June 11, 2020) 1. Fixed a bug that caused player planes to roll left at intermittent times. 2. Increased the Condor's shield active time from 2s to 3s. 3. Lowered the Gemini's shield active time from 2s to 1s. 4. Lowered the fire rate of all Gemini turret fire modes. New Update 8 (June 11, 2022) 1. Replaced all the music files with new music. 2. Adjusted point costs for units destroyed during Master Mode. Players now receive less Combat Points than in the regular mode. New Update 9 (June 12, 2022) 1. Tweaked logic for the Locust's tractor beam to be more consistent. 2. Adjusted MENUDEF options to account for changes in GZDoom. Using GZDoom 4.8 or above is recommended going forward. 3. Fixed a bug that caused the Heavyhand Cruiser to play its charging sound repeatedly. 4. Added FOV slider that applies to both first and third person cameras. 5. Doubled energy regen rate for all planes. 6. Doubled the max turn rate of the camera to account for flicks while braking. New Update 10 (June 16, 2022) 1. Added MAP 07 into the game, playable in both Normal and Master modes. 2. Added a new feature where upgrading hull integrity can now increase the amount of time an airbrake shield stays active. 3. Reworked Scarab primary fire logic to where the weapon will automatically fire when Energy is depleted. 4. Added a new feature where charge pickups can restore energy when the charge gauge is full (50 per pickup). 5. Renamed "Upgrade Hull Integrity" to "Upgrade Defenses" for all planes. New Update 11 (October 24, 2022) 1. Added MAP 08 into the game, playable in both Normal and Master modes. 2. Adjusted damage output of Backdraft Pulse, Spread Pulse, Comet Missile, and Accelerating Shot. 3. Slowed the travel speed of Remote Torpedo to make it easier to control. 4. Fixed a bug that allowed explosion damage to penetrate shields. 5. Adjusted unlock order and criteria for Normal campaign planes. New Update 12 (October 25, 2022) 1. Fixed a bug that caused the Locust to lose health when using Charge after healing via Rending Orbiter. 2. Reworked all of the Hatchet's secondary weapons to be more useful. - Lotus Assault replaced with Seeking Swords. Hold down the fire button to use charge and unleash a large salvo of homing projectiles. - Judgment Ray reworked to be a continuous beam rather than a single shot. - Immolation Peal reworked so that it crawls along the ground and fires at enemies from below. 3. Reworked the Enforcer's Hounding Cannon to reacquire targets after hitting one, allowing the projectile to bounce between targets. 4. Added a new graphic for Tractor Beam and Judgment Ray. 5. Weapon descriptions updated in-game. New Update 13 (March 5, 2023) 1. Added MAP 09 into the game for both Normal and Master modes. 2. Fixed a bug with the Radiant Scarab's shield that caused it to linger after the host Scarab was killed. 3. Reworked the placement of elements on the HUD. 4. Added a compass widget to the HUD. 5. Slight adjustment to transport AI. 6. Slight adjustment to sprite shadow logic. Hotfix 2 (March 7, 2023) 1. Fixed an issue where briefings would not play on the mission after completing a mission. 2. Added crosshair bob to the third-person camera. 3. Adjusted the Scarab's primary weapon so that rate of fire upgrades affect it. 4. Increased the amount of time each projectile from the Scarab's primary weapon grants the shield. 5. Increased the damage dealt by each Scarab projectile. 6. Clamped the max time the Scarab shield stays up to three seconds. 7. Clamped the max time the Radiant Scarab's shield stays up to two seconds. 8. Clamped the max time the Radiant turret's shield stays up to two seconds. Hotfix 3 (March 8, 2023) 1. Tweaked yaw controls to be more responsive and less dependent on the roll of the plane. 2. Reduced energy requirements for the airbrake shield and maneuvers by half. 3. Energy regen delay reduced from 2s to 1s across all planes. New Update 14 (May 2, 2023) 1. Added MAP10 into the game for both Normal and Master Modes. Hotfix 4 (May 3, 2023) 1. Fixed a possible VM abort triggered by Gungnir's lock-on weapons. 2. Reduced the enemy count spawned in on MAP09. 3. Fixed a bug that prevented the Radiant Turret from having it's shield time properly clamped. New Update 15 (May 4, 2023) 1. Lowered the active shield time for the Vesper from 2s to 1s. 2. Adjusted collision avoidance AI for all non-boss units and Siren Squad. New Update 16 (May 5, 2023) 1. Increased speed and decreased execution time of somersaults and lateral rolls for all planes. 2. Relabeled "Cap Framerate at 35 FPS" to "Uncapped Framerate" in MENUDEF. Hotfix 5 (May 6, 2023) 1. Adjusted how yaw and pitch are calculated so planes turn more smoothly and predictably. New Update 17 (May 11, 2023) 1. Added MAP 11 for both Normal and Master modes. 2. Added reflection to water surfaces. 3. Touched up old maps. 4. Improved handling of GZDoom's warp command. New Update 18 (May 12, 2023) 1. Completely reworked Vesper's primary and secondary weapons. 2. Buffed Enforcer's Corrosion Cannon to deal additive corrosion damage and duration regardless of upgrade level. 3. Fixed a spot on MAP10 that should have been a reflective surface, but wasn't. Hotfix 6 (May 13, 2023) 1. Adjusted map layouts on MAP02 and MAP09 to be less tedious. New Update 19 (May 30, 2023) 1. Reworked Locust's Rending Orbiters to be more usable. 2. Adjusted the upgrade menu with descriptions of what each upgrade does. New Update 20 (June 3, 2023) 1. Added MAP12 into the game for both Normal and Master modes. 2. Replaced the crosshair with a new one and adjusted drawing parameters. 3. Tweaked plane controls under the hood for smoother and less jerky handling. New Update 21 (June 6, 2023) 1. Added Enforce, Outfox, and Vengeance sigils into the game. 2. Created a submenu in the hangar to purchase sigils. 3. Updated ZScript version to 4.8. 4. Updated HUD to draw equipped sigils and their cooldown gauges. 5. Gave player 150 CP to start with in order to experiment with sigils. Hotfix 7 (June 6, 2023) 1. Added sigil graphics for sigil selection in the menus. 2. Shields affected by the Vengeance sigil are colored blue. 3. Added a blue blend in cockpit mode when under the effect of Vengeance sigil. 4. Adjusted cooldowns and effect costs for all sigils. 5. Removed Charge requirement for Outfox sigil. 6. Increased the Wingman's maneuverability, projectile speed, and fire rate. 7. Adjusted "Form Up" command so that the Wingman will shoot at targets in front of him while formed up. New Update 23 (June 8, 2023) 1. Replaced Title Screen with a new TITLEMAP. 2. Added new music for the TITLEMAP and the hangar. 3. Added new menu graphics for the planes in various hangar menus. New Update 24 (June 10, 2023) 1. Adjusted cockpit mode so that HUD elements move and bob with the cockpit panel. 2. Added new cockpit panel graphics. 3. Adjusted Siren Squad AI so that they don't break as often after doing somersaults or barrel rolls. Hotfix 8 (June 13, 2023) 1. Adjusted collision code so colliding with lines that have the Line_Horizon special don't deal collision damage. 2. Removed U-Turn boundary lines from the tutorial map, MAP03, MAP05, MAP07, and MAP09. 3. Fixed an issue that prevented keyboard or controller selection of elements in the Sigil menu. Edited June 18, 2023 by Johnny B. Getgoode (The Guy) 27 Quote Share this post Link to post
DynamiteKaitorn Posted June 2, 2020 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. 0 Quote Share this post Link to post
Johnny B. Getgoode (The Guy) Posted June 3, 2020 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. 0 Quote Share this post Link to post
Johnny B. Getgoode (The Guy) Posted June 4, 2020 (edited) HOLY SHIT YOU GUYS, NEW ENEMY TYPE ON THE WAY! EDIT: Oh, and I'm gonna push out an update with some bug fixes, balance tweaks, and a SPECIAL SURPRISE! Edited June 4, 2020 by Johnny B. Getgoode (The Guy) 0 Quote Share this post Link to post
Johnny B. Getgoode (The Guy) Posted June 5, 2020 Alright guys, I just pushed out a rather major balance pass for the game. Check the new changes out in Master Mode when you get the chance. There's some big changes in there. Read the changelog in the main post for more details. 0 Quote Share this post Link to post
eharper256 Posted June 5, 2020 (edited) 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 June 5, 2020 by eharper256 0 Quote Share this post Link to post
Johnny B. Getgoode (The Guy) Posted June 5, 2020 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. 0 Quote Share this post Link to post
eharper256 Posted June 5, 2020 '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 1 Quote Share this post Link to post
Johnny B. Getgoode (The Guy) Posted June 5, 2020 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! 0 Quote Share this post Link to post
Johnny B. Getgoode (The Guy) Posted June 7, 2020 (edited) MAP06 is on the way! EDIT: Also, got a new update out. Edited June 7, 2020 by Johnny B. Getgoode (The Guy) 1 Quote Share this post Link to post
Johnny B. Getgoode (The Guy) Posted June 8, 2020 4 hours ago, InDOOMnesia said: Whoa, this looks very stunning! Thanks! Glad you think so! ^_^ Also, MAP06 is coming along... 0 Quote Share this post Link to post
Johnny B. Getgoode (The Guy) Posted June 8, 2020 BIG NEWS! MAP06 is now in the game! Check it out! 1 Quote Share this post Link to post
Johnny B. Getgoode (The Guy) Posted June 10, 2020 PREPARE THY ANUS 0 Quote Share this post Link to post
Johnny B. Getgoode (The Guy) Posted June 11, 2020 (edited) 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... Edited June 11, 2020 by Johnny B. Getgoode (The Guy) 0 Quote Share this post Link to post
Johnny B. Getgoode (The Guy) Posted July 10, 2020 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. 1 Quote Share this post Link to post
taufan99 Posted July 27, 2020 Does this project have a Discord server? Would be a pleasure to join there to know the latest news on the development. 0 Quote Share this post Link to post
Johnny B. Getgoode (The Guy) Posted August 22, 2020 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. 0 Quote Share this post Link to post
An00bus Posted April 1, 2021 Why did I just find out about this!?? 0 Quote Share this post Link to post
Johnny B. Getgoode (The Guy) Posted June 11, 2022 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. 3 Quote Share this post Link to post
eharper256 Posted June 12, 2022 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 0 Quote Share this post Link to post
Johnny B. Getgoode (The Guy) Posted June 12, 2022 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. 0 Quote Share this post Link to post
Johnny B. Getgoode (The Guy) Posted June 12, 2022 Dropped a new update. It's more of a hotfix than anything. Check it out and let me know what you think! 0 Quote Share this post Link to post
Johnny B. Getgoode (The Guy) Posted June 13, 2022 New level in progress! 0 Quote Share this post Link to post
Johnny B. Getgoode (The Guy) Posted June 16, 2022 New update has dropped! MAP 07 is now in the game! And now I'll relax a bit. Lemme know if you guys find anything interesting, like weird bugs and shit. 0 Quote Share this post Link to post
taufan99 Posted October 16, 2022 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. 1 Quote Share this post Link to post
Johnny B. Getgoode (The Guy) Posted October 21, 2022 Something something new level in the works. 1 Quote Share this post Link to post
taufan99 Posted October 21, 2022 More levels for Fury's Sky means more love for it from me. 1 Quote Share this post Link to post
Johnny B. Getgoode (The Guy) Posted October 21, 2022 Just a heads up, I have a Twitter that I dump all my gamedev stuff on. Even Fury's Sky stuff. Speaking of which... 1 Quote Share this post Link to post
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