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kevansevans

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About kevansevans

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    Disciple of The Great God Imp
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  1. While I was working on my gardevoir mod, I thought it would be appropriate to offer the mechanic of being able to catch demons like you would Pokemon, and use them as your own. Mechanic ended up slowing the gameplay down too hard, so I scrapped the whole thing. https://vxtwitter.com/kbeevans/status/1427811380011442181
  2. To piggy back on what @Edward850 is explaining, I once asked Romero what the reasoning was behind this, and it was literally because they couldn't finish the collision in time, and found it didn't hurt gameplay dramatically. Same reason for any other cut aspect of Doom, such as vertical aiming, sliding doors, slopes (allegedly). The task was just too difficult at the time and would have delayed the game.
  3. Not that I have my fingers on anything Duke related what so ever, let alone Duke4, but you did remind me of this, which is really worth playing.
  4. I've been long disillusioned from them as well, but for less cynical reasons I guess. Not that yours are less valid. Most of the top game dev studios in the industry no longer have the sort of room to make games with personality and risk making things that are different. Trend chasing has become so normalized in these mutli-billion dollar studios that it's incentivized those in charge to do what Microsoft has done. They don't want to fund game studios, they want to fund money printers. I can't get excited for what anyone makes if I know there's no soul.
  5. The usual weekly livestream with @Kaapeli47 playing some Skulltag Fortress and Insanity Deathmatch! https://www.twitch.tv/kevansevans
  6. Eternal's gameplay loop and 2016's atmosphere need to have a baby. But I'd be lying if I said I didn't enjoy moments like this:
  7. The only thing I want from Doom 2 is more playful levels. I think the level design of both 2016 and Eternal are really damn good, but Doom 2 preyed on player expectations. There aren't any "tricks and traps" so to speak, and they only barely scratch that itch in Ancient Gods 1.
  8. It would be really funny if the internal code name was "Doom: The Dark Ages" and it's really a Quake game. A medieval setting makes more sense in the context of Quake than it does Doom, and it's pretty often companies will use codenames for internal projects to obfuscate leaks.
  9. Doing some gamedev streaming on Relentless Frontier, come hang out if any of y'all are interested: https://www.twitch.tv/kevansevans
  10. Streaming some Zandronum, playing @Kaapeli47's Skulltag Fortress and Insanity Deathmatch! https://www.twitch.tv/kevansevans
  11. I'm going to break my NDA. I, as a matter of fact, do have access to Bethesda's inner bowels, and I do in fact have the ability to make it come out faster. I've grown restless like Young Nathan here has, and my ire knows very few bounds. I will sacrifice my noble prestige of being a Bethesda Corporate lackey and spill the beans. For context, I am under a contractual obligation to not talk about these things thanks to my role as the supreme overseer of the official Doom Discord. Frankly, this whole community should be sucking my toes as their overlord keeping the normies from finding out about us, but I am a humble internet janitor. Now can we please stop enabling threads like this?
  12. I really like how playful and ambitious the map designs were with Doom 2, but I don't care for Sandy's idea of map design. They feel like a bunch or arbitrary shapes thrown together with no real rhyme or reason. I know a lot of people like to meme about "Sandy Arrows", especially after Civvie pointing it out, but making your maps abstract should not come at the cost of readability, hence why his style of sign posting makes it bad. Even my favorite map, Refueling Base, suffers from this. Then again, Sandy did pick up after Tom Hall, so who knows what it could have been without his interception. Which is funny when I lay it out like this, good Doom maps are nothing but shapes slap dashed together, but something about the way he expressed lacked a certain je ne sais quoi.
  13. Streaming the (typically) weekly multiplayer session with the Hellforge crew! https://www.twitch.tv/kevansevans
  14. The thing about spawn ceiling is that it does just that. Spawns an actor on the ceiling, nothing else, and there’s unfortunately nothing in Decorate (that I know of) that can solve this issue. However, if you’re willing to learn ACS, you can make a script that can check for this actor and manually adjust it every frame. I’m not great with ACS, so I can’t help you there. Alternatively, if you’re willing to move your decorate code to ZScript (will take a few steps if possible, but pretty easy) I can provide you a snippet of code that can move the actor for you.
  15. You should check out @DavidN's wonderful beginner tutorials on zscript: https://www.youtube.com/playlist?list=PL-36gm0W-VKl89pw9lUfF36TJ28bjrNUn There isn't a specific video on how to make monsters, but it should give you an idea of how zscript works and the knowledge you need to go on from there.
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