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1324975 Posts in 59763 Topics- by 50983 Members - Latest Member: kleofasdanuta

December 14, 2017, 05:13:40 am

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TIGSource ForumsCommunityDevLogsHELLSCREEN -Retro FPS
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uk_resistant
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« Reply #20 on: March 10, 2017, 04:26:56 am »

@Pineapple - enemies are going to be clear to see, with the use of red. In terms of enemies, im looking at more giger skull imagery.

These are some 3d concepts I did a while ago and I want to do some more with better reference.



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HELLSCREEN devlog
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« Reply #21 on: March 10, 2017, 06:02:23 am »

This just keeps getting better and I love the new name!
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uk_resistant
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« Reply #22 on: March 12, 2017, 04:53:36 am »

Did some more VFX and I really need to start designing better enemies!
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« Reply #23 on: March 21, 2017, 02:53:40 am »

This game is looking really cool! Great art style
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« Reply #24 on: March 21, 2017, 07:50:57 am »

That's some heavy af atmosphere, love it.

Not a fan of the chaotic gun movement though, I imagine if you are a professional HELLCLEANER, you'd handle your guns with the utmost control. A little kickback at most.
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« Reply #25 on: April 04, 2017, 12:53:26 am »

@laxwolf

Thanks for the feedback! Yeah, it does feel a little too much. Once I get some gun artwork and attributes done, I will tweak that kind of stuff so each gun has its own flavour.
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« Reply #26 on: April 06, 2017, 04:52:55 pm »

This is beautiful. I am also working on a retro FPS, but regardless I love this type of work. Following!
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Matthew Doucette, Xona Games
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« Reply #27 on: April 06, 2017, 04:54:35 pm »


Mirror camera! What an incredible idea for an FPS!!
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Matthew Doucette, Xona Games
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« Reply #28 on: April 06, 2017, 05:34:55 pm »

Awesome ! I don't know how much pixel-glitch is due to the GIF or graphical tuning but it looks amazing like this, and very modern !
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« Reply #29 on: April 06, 2017, 06:53:22 pm »

Movement already looks good (that feel is hard to get down). Pointless columns. Center oriented weapons. This is exactly what I want in an FPS. All you need now is Sandy Petersen.

Keep it up. You are doing gods work.

I will say though. I'm not a fan of the mirror cam. But I'm a purist so don't mind me Smiley
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« Reply #30 on: May 08, 2017, 02:59:02 am »

It has been a while since I worked on this (between game jams and work!) but I finally got an early version of an enemy done.



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« Reply #31 on: May 08, 2017, 05:11:19 am »

oh hey it's a lost soul  Hand Thumbs Up Right
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uk_resistant
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« Reply #32 on: May 08, 2017, 11:20:23 am »

I worked on some VFX today, just polishing up some bits and pieces.
Im keen to get working on some environment stuff next.

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« Reply #33 on: May 08, 2017, 11:26:06 am »

Yessssss. This is looking fucking great man.
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« Reply #34 on: May 10, 2017, 04:56:04 am »

I decided that I wanted more colour in Hellscreen so I played around with the sky and rain colour.


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« Reply #35 on: May 10, 2017, 11:43:05 am »

I am loving this game. So much like what I want to make/play.
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Matthew Doucette, Xona Games
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« Reply #36 on: May 10, 2017, 01:41:36 pm »

Thanks Xonatron!

I  photobashed concept for a blade runner style hand cannon.
I looking at having giger style adaptations of various known weapon archtypes.

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« Reply #37 on: May 12, 2017, 11:32:23 am »

I did a first pass on the weapon concept I did. I want to get better poly distribution but the form is mostly there.

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« Reply #38 on: May 12, 2017, 03:18:53 pm »

Looking nice. What kind of strategies are you wanting the player to employ to win?

Eg. in DD you can exploit the skulls flocking behavior to get big group kills
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« Reply #39 on: May 13, 2017, 06:24:22 am »

Thanks Quantumpotato! That is a good question. At the moment, Im thinking more of enemies in terms of making them interesting to fight and a lot of this comes from Dooms method of making the player move in diferent ways.

The demonheads make the player move backward. I will have an enemy which is slower which spits out fireballs to encourage side stepping. I will keep adding these play cangers till it is super fun.

I also want to vary up gameplay with different weapons too. I want a couple of troupe weapons but I also want to try some new ones which im cooking up in my head. I like to think of each weapon as toys - everyone should feel different.

Getting back to the part about strategies - as the player aquires upgrades , i expect that to help the player come up with different ways to tackle situations - i.e the double jump will let players get out of tight corners but also may be tricky when flying enemies are introduced.
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