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TIGSource ForumsCommunityDevLogsHELLSCREEN -Retro FPS
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Jamie_D
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« Reply #40 on: May 13, 2017, 07:48:06 AM »

Stripped out some more polygons. I will need to test to see how this looks ingame but worst case, I will use the higher version for HUD and teh lower version for pick up.

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« Reply #41 on: May 14, 2017, 10:32:07 AM »

This is looking good, the added color definitely improved things. You will definitely have to distinguish yourself from Devil Daggers though, that game is hugely popular and looks very similar both by graphics and your current gameplay.

Been a while since I posted anything on here, but am plugging away bit after bit.
Did some rough level layout and added some sky stuff. I also did some stuff with the mirror


my advice for the mirror is only to keep the x axis. Let's take the case in which you fight airborne enemies or fight something at a higher level while attacked from behind by ranged enemies. Seeing the ground in the mirror will frustrate the player more than helping him. My 2 cents

I think this is worth considering, but if you went that route maybe something like how when you're looking up, you can't see your scanner screen in Alien: Isolation (I believe? Also Routine and some bells n whistles on Metroid and Halo, like the Assault Rifle compass). It'd be disconcerting to have the mirror change with your horizontal rotation but not vertical. Or you could just leave it as is! But it's pretty garish when you're looking up or backed against a corner.
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« Reply #42 on: May 14, 2017, 01:10:45 PM »

@kris with a k - I totally agree about clamping the mirror to the horizontal.
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« Reply #43 on: May 15, 2017, 02:03:12 PM »

I have the gun mostly textured. I still want to do some more work, especially to get the pistol looking good from the players perspective.

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Jamie D
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« Reply #44 on: May 16, 2017, 01:39:43 AM »

These look really amazing, how are you using any additional texture maps other than diffuse?
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« Reply #45 on: May 16, 2017, 02:26:53 AM »

@jctwood - thanks! Currently the material is made up of normal maps, specular/gloss and AO, with the AO doubling as diffuse. I'm going to look at a more streamlined process of getting the look I want as it was a bit trial & error (but this is the first one so I guess that is fine).
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« Reply #46 on: May 16, 2017, 10:44:23 AM »

Here is a GIF of the pistol from the player POV. I tweaked the length of the barrel and the thickness of some of the lines to read better.

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« Reply #47 on: May 20, 2017, 08:06:30 AM »

Did a quick concept for the egg enemy. It is basically defenceless and gives the player +1 soul to use on upgrades.

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« Reply #48 on: May 21, 2017, 06:40:19 AM »

I got a first version of the egg into the game! Still want to work more detail and definition into it but I got an idea of how it might look.

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« Reply #49 on: May 21, 2017, 08:57:58 AM »

Interesting game. Please be careful with the head sway camera effect as some people (like me for instance) can get motion sickness if there's too much lateral motion to the camera when walking.
In the past (in the days when I played console games) I had to take a couple of games back to the shop because of this. More recently it's been possible get them patched to remove the problem, but it's still a pain when I come across it.
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« Reply #50 on: May 21, 2017, 01:04:29 PM »

@Pickledtezcat - that is a great point. I plan to be able to turn certain effects on and off to make sure it is as accessible as possible.
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Jamie D
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« Reply #51 on: May 21, 2017, 03:18:04 PM »

Honestly I don't think the ingame egg holds up to the concept art. It looks like a very generic mushy alien mass, while the concept art looked kind of like a crouching torso with many skulls. Upon closer inspection I think I am projecting the arms/body I'm seeing, but even so I can hardly tell that they're skulls in-game.

Not trying to be too harsh, I just think you could do better, based on everything else we've seen!
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« Reply #52 on: May 21, 2017, 03:28:59 PM »

I agree with Kris that the eggs look something different.  Even with knowing that those are supposed to be skulls, it's hard to see them.  Perhaps changing the color to a "traditional" skull color of white might help but the issue might be the resolution.  If that's is the case, then only increasing their size might work.

Other than that, looking good! :0 Hand Thumbs Up Right
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« Reply #53 on: May 21, 2017, 11:11:59 PM »

Oh yeah definitely guys- just the preliminary import into the game. I still got lots I want to do with them Smiley
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Jamie D
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« Reply #54 on: May 22, 2017, 08:47:05 AM »

So turns out the texture maps were set to 128x128 and so a lot of detail was missing!
fixed that now and did a second pass.

I may offset the pulsing but feels creepier in sync. Will probably play with the timing.


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« Reply #55 on: May 22, 2017, 09:01:36 AM »

Yeah, the skulls are looking way better now. Smiley

I agree that pulsating in sync looks quite creepy.  Maybe slight offset could still retain that creepiness.
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« Reply #56 on: May 22, 2017, 09:16:20 AM »

Yeah the more I look at them, the more i want to offset them a bit. Thanks for your feedback Smiley was super useful!
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Jamie D
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« Reply #57 on: May 22, 2017, 11:53:48 AM »

Quick bashed out a barrel.

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Jamie D
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« Reply #58 on: June 11, 2017, 12:31:12 AM »

I had some time to kill so i created a set of level block out models so I can start building better spaces.

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Jamie D
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« Reply #59 on: June 17, 2017, 12:27:25 AM »

I have been doing some level block out, using some simple model shapes i created in maya.
Just playing around with spaces for now but already feels Doom like.


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