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About Neo Te Aika
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Cheers! Yeah I'm doing everything in dhewm3 atm, but considering looking into some of the recent BFG Edition derivatives that have come out. For the time being though the aim is to try and make a "gameplay vertical slice", something like a quick controlled 10 minute demo to get a feel for how well the idea works before I consider going full speed into it. Here's a few additions I've made in the last few days! Would anyone by chance know if brushes can be resized and transformed ingame with scripts? One of the concept mechanics in my idea involved a crystal substance that grows and spreads across the environment, blocking some doorways and other areas of interest. You can destroy the crystals, but the effect corrodes (destroys) some of the panels underneath. You'll take damage if you walk through, or you can wait for automated bots (using the Doom 3 sentry model for now) to come up and repair them.
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Small quick update. Not actually implemented ingame yet but this is a rough idea I have for what the HUD might look like. It feels like it should all be fairly doable with the GUI system except I'm not sure how long/if the readouts will all be doable how I'm imagining haha (my coding knowledge is very basic Python and ACS :P) The left display reacts to electrical emissions, it'll indicate electronics, including computer terminals, as well as mechanical devices, both friendly and hostile. The middle display is a sound meter (I hope to bring in some light stealth elements) It becomes less effective the more noise you generate yourself, but assists in marking out approximate locations of organic entities, but of course loud machinery or environments will mask signatures too. The right readout is multifunctional. It has a cardiogram that reflects your general health condition, but one type of enemy, Shadows, are not visible to the eye, however they will cause the BIO meter to fluctuate and glitch out. All meters (including the BIO meter specifically in regards to Shadow glitches) I'm aiming to make directional, so you can see the two left meters responding to the computer terminal. There's also a compass and readout for air when you enter vacuum areas. Still thinking how I want ammo to be displayed... :) Yesterday I started figuring out how GUIs work. I learned how the onTime functions operate to make this neat (but a bit intrusive) basic text animation. I plan for computer terminals to "unlock" in proximity, and that animation will play through just once as you leave said proximity and the terminal locks. Here's a rough mockup I made years ago (this idea started forming in 2016 as a GZDoom mod but life happened so it never really got underway) of how I imagined the terminals to function. I designed them with PabloDraw, with the full intent for them to be authentic DOS resolution. I'm still trying to figure out how to accurately adapt it exactly how I imagined but the frame graphic seems to be slightly lower resolution in the GUI system compared to the actual graphic I added, is that maybe a known TGA issue? Fonts are also being a pain, it seems like GUI's only work with a very specific font size, 12, and it's not an integer of the 8x16 VGA style fonts I was wanting to use, so it's not particularly crystal clear atm. The terminals take a lot of inspiration from the sentry gun readout in Aliens, and the terminals of Marathon, a game dear to my heart and one of the main inspirations for this game idea. The colour of the terminals indicate their main functions. Green terminals typically allow you to save your game (straight from Marathon's Pattern Buffers), or are general access terminals with public information (updating your automap from each terminal you find), control elevators to other levels, etc. Yellow are security terminals, they allow for restricted access functions, operate cameras, turrets, that kind of thing. White terminals are personal and often contain text/audio logs that can be downloaded to your PDA. The colour of the terminals also ideally makes them distinguishable from a distance, so you can tell what you're approaching before you actually get right up to it.
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Hi! I've been working off and on with a game idea I've had for about five years, originallly it was a GZDoom mod and then last year was messing around with Trenchbroom and Quake, and after forcing myself to get used to Radiant style editing (still not a fan, but now I sorta get how it works a bit better so it's taking a while but I'll get there, lol) I had an idea to instead try to start sketching out map ideas in Doom 3! Here's the first rough area I've been working on for the last couple of days. The textures aren't well aligned, I really just threw random images onto various brushes but now that I've figured out you can select individual faces, I'll clean it up lol. There's also a GUI I've been working on, since the game was always planned to have a system for interactions very similar to Doom 3 and Alien Isolation. Looking forward to learning more about working with this engine! (If anyone knows any id tech 4 or Doom 3 modding discords, I'd love to join them!)