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Alright, well I've finally posted some actual gameplay footage of Wrack! This is just raw footage straight from the game with only a couple of minor edits. The map is E1M2.
Enjoy!
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I don't mean to keep bumping this, but I finally got around to making a blog post on a lot of what's been discussed in here. You guys might find it interesting:
http://www.wrackgame.com/blog/2012/05/last-minute-improvements/ -
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... you can if you’re a mapper!
I've got more about it here, but the basic jist of it is that I want to give some mappers/modders the opportunity to get a head start since it'd be nice if there's already some maps/mods made when Wrack comes out (which shouldn't be too long from now!).
So, if you'd be interested in this, just let me know at bmc431@gmail.com. Thanks!-
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Have you tried asking the GameDev.net forums for help?
Oh, and thanks for fixing the links to Skulltag wiki on the Skulltag front page. Could you also update the Doom Wiki link (now at http://doomwiki.org/) and Freedoom link (now at http://www.nongnu.org/freedoom/) plus remove the dead CTF League link?
EDIT: just noticed there are still a few Skulltag-related outdated links too. Namely, the gameplay modes link (which is now at http://wiki.skulltag.net/Game_Modes), instagib link (now at http://wiki.skulltag.net/Game_Modes#Instagib), buckshot link (now at http://wiki.skulltag.net/Game_Modes#Buckshot) and the FAQ link (now at http://wiki.skulltag.net/FAQ). -
Despite the lack of responses in this particular thread, I actually have gotten several responses, and many of them are already trying their hand at modding and mapping for Wrack. So, I'm pretty excited about that! :)
Also, if there's ever a problem with the ST site, just email me. Those issues aren't related to the topic. Plus, I don't check Doomworld all that often (it doesn't help that I never seem to get an email notification when there's new posts in topics I subscribe to), so you're lucky that I saw it all.
In any case, I've fixed the links, but in the future, feel free to let me know more directly.
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As those of you who follow me on Twitter may know, I've been making a huge amount of progress on Wrack's maps. In roughly a month's time, I've completed the layouts and done the gameplay for almost ALL of episode 2's maps! Now that's progress! (And they're not exactly slapped together either - the concepts behind these maps are things I've wanted to do for YEARS, and only now have the programming ability to pull them off!)
Sadly, these levels (along with most of episode 1's maps) are completely unlit, undetailed, and untextured. To right this wrong, I've decided to speed the mapping process along by bringing someone else onto the team.
I'm looking for someone to take level layouts and sculpt them into something beautiful. This involves texturing, lighting, architecture, etc. If making pretty levels is a strength of yours, then you may have what it takes to join our team!
Also, you will be paid for this. So, yeah. There's that.
Anyway, if you're capable of taking godawful pieces of shit like this:
... and turning it into masterful works of art like this:
... let me know at bmc431@gmail.com! Please show some samples of your work.
Thanks! -
http://www.wrackgame.com/
(formerly Project Vega)
Well, I'm very pleased to announce the new name/logo/website/trailer for the new game I'm making, Wrack! Feel free to look around at new screenshots, the story, and even a brand-spanking new trailer! :)
I'd love to hear what you guys think! Hopefully some of you guys end up making maps and mods for this in the near future as well :)- Show previous comments 7 more
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After watching the trailer, I concur with Bank. The game is being different ... in exactly the same way as every other "different" game out there.
The levels seem very plain... Almost SLIGE like. It seems that the game was designed around the graphics engine, with the gameplay thrown in to hold it all together. For an indie project, it REALLY needs to be the other way around. -
AndrewB said:
It seems that the game was designed around the graphics engine, with the gameplay thrown in to hold it all together. For an indie project, it REALLY needs to be the other way around.
It has been the other way around. Much of the focus to this point has been on the gameplay. It's been a lot of setting/tweaking properties, working out the mechanics, coming up with attacks and behaviors, doing the level layouts and gameplay (all of episode 1 is all done, but only the first 3 levels are textured), etc. One of the levels actually has a really nifty secret that you can only access if you go to the bonus/secret level. These kinds of things don't really translate well into trailers, but I assure you a LOT of work and thought has gone into the gameplay. Whether it sucks or not is obviously for you all to judge :)
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Well, I had been planning on going to QuakeCon this year to meet some new people, as well as to show our latest bunch of progress with Project Vega/Last Bastion. But, as it turns out, the rooms are incredibly expensive (would have cost me more than $500 just to have a place to sleep at night), and I no longer have someone to split the costs with. Plus, this year it's all first-come-first-serve, and the only way to have a guaranteed spot is to have a room at that ridiculously expensive hotel. So, if I stayed somewhere else that's cheaper, I might not even get in :\ Blah.
Oh well. I was going to show off a video of the first level of Last Bastion being played there, but instead, I'll just share a screenshot with you all. Maybe this is an improvement from my previous showing :P Enjoy!
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Hello world!
For those of you who care, we've just finished up work on our most recent phase, which was to put together a small demo representing the gameplay/visual style of the final product. We're now in position to find a publisher and get this sucker done!
So why should you care? Easy: screenshots and a video!
I've put up a whole new batch of screenshots over at our dev blog, as well as an HD video of the gameplay in this demo.
I hope you guys like it! A lot of work has gone into this demo, and I think everything's come out great so far. But hey, I'm biased, so many everything is actually super sucky.
Anyway, enjoy!
More screenshots
Watch at YouTube- Show previous comments 29 more
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Carnevil said:
Look, I did say that I want people who are objective.
So being "objective" is being a yes-man who agrees with everyone else's opinion on a certain movie? Oh wait, I thought you didn't want yes-men.
Creaphis said:Now it sounds like you're just finding ways to discredit what your testers say.
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Your aesthetic direction is bland and amateur, the only interesting part in the entire demo is the snowy mountain out the window.
Give it some personality instead of this awful mid-90s looking shit. Think visually because you're certainly not going to win any hyper-realism awards, so why not go ultra-stylized and give the player some really beautiful illustrative visuals instead of gray gray gray boring boring boring. You had a bunch of fun with skulltag, why not this? -
Actually, that's the plan! I can only do so much myself, though, and I have zero artistic talent. Once we get some more help, we'll certainly make it a lot more lively and interesting looking.
EDIT: And actually, that's UT2K4 textures that we're using. So it's mid-2000's shit... not mid-90's shit :)
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So the new FPS project I'm working on, Project Vega, is hiring. Specifically, we're looking for level designers and beta testers, and I know there's a lot of talented people here who might be interested. So, I thought I'd share these fine opportunities with you all.
If you have no idea what the hell Project Vega is and why I'm invading your forums (heh), it's all explained right here! If you do know what it is, and are interested in joining up... read on!
Thanks!- Show previous comments 13 more
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Bucket said:
Any chance we can get our hands on the editor so we can submit a test map for approval?
I third that motion. Of course if we get the map editor we have to have something to test it with ... would that be a problem?
EDIT: had a look at your other blog posts and saw the pic of the editor view. It topdown does look like doombuilder, and the 2 other axes kinda remind me of how radiant was when playing around with it. The complexity of the side views looks a little squished, is there a function to split the level into chunks so the side view only sees 256-512-1024 etc. type of chunks? -
I'd love to let you guys take a crack at the editor, but we'd have to release some sort of demo along with it, which we can't do right now. For those of you who are interested in applying, I'd be happy to look at any maps you've made for other games - Doom or otherwise. I'm confident that you'd be able to learn how to make maps with this editor without too much trouble.
ArmouredBlood said:EDIT: had a look at your other blog posts and saw the pic of the editor view. It topdown does look like doombuilder, and the 2 other axes kinda remind me of how radiant was when playing around with it. The complexity of the side views looks a little squished, is there a function to split the level into chunks so the side view only sees 256-512-1024 etc. type of chunks?
No, but I've thought about implementing something like that, and could do so if needed.
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Carnevil said:
I'd love to let you guys take a crack at the editor, but we'd have to release some sort of demo along with it, which we can't do right now.
No, but I've thought about implementing something like that, and could do so if needed.
@ first; heh, too much work? :P Guess the quakecon stuff is horribly outdated then. Or was it a demo for the editor itself? I'll go with that.
@ second; eh I don't think it'd be necessary really, I think I'd just make new parts of the level far enough away diagonally to have both side and front view be clear then move the whole thing to connect it when done. Depending on how easy or hard this is would make how much of a 'meh' or 'thank you god!' type of response I'd have to the function ;)
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So tomorrow I'm headed up to QuakeCon to show off for the first time my new project, Project Vega. We've been working on a playable demo for the past few months for QuakeCon, and have pretty much got it all done!
The demo has three maps, four different monsters, and a pistol and shotgun. I'll be letting anyone there play it who wants to, so if you're going to QuakeCon, be sure to stop by!
Anyway, here's some screenshots of the demo. Enjoy :)
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Recently I stopped working on Skulltag so that I could focus on a completely new project. As you might imagine, this project is a brand new FPS, which is codenamed Vega.
Vega is currently being worked on by WastedYouth (who made the map featured below), Mechadon, and (obviously) me. It will feature gameplay similar to Doom, in that it will be simple, fast, and furious. It will also be very easy to mod, so those of you who enjoy modding should be pleased.
Anyway, enough chatter. Here are some screenshots:
SHOT #1: The center area. The central column has a lift that takes you to the top.
SHOT #2: The inner passageways, showing off the dynamic lighting.
SHOT #3: The corner of the map, showing off some blue lighting.
SHOT #4: The edge of the map. Hey look! Room over room!
BONUS: A shot of the editor, with the above map loaded.
We've been working very hard on it, and hope you enjoy this sneak peek at it :)
We've also just set up a blog where you will be able to follow Vega's development, as well as read about some of the technology behind it. You can find the blog at http://vega.skulltag.com/.
Anyway, that's it for now!- Show previous comments 27 more
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For sculpt modeling, Zbrush or Mudbox. (I've only used Mudbox though)
For general all purpose modeling apps, Modo. Lightwave is also good, and from what I understand Silo3d too.
But Modo is really the best since it's got customization coming out of it's ass. The program doesn't tell you how to model. You tell it how you want to model.
As for animation. I really have very limited experience as I've only used 3d studio versions for that so far. But that's where it's strenths are. It's a studio program more than anything. Not a modeling program.
Maya is a program famous mostly for it's powerful animation abilities. But also for it's poor modeling tools. I've yet to actually try it out myself though.
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Please post any comments you have about v0.95g here. Thanks!
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when there are several weapons binded to one key, for example grenade and rocket launcher, it requires too many time to switch to last weapon (in such fast game like doom, especially in ffa with many players). i remember that in other games in similar situations it is possible to hit key twice to switch to second weapon. may be skulltag can also implement this feature?
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