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Post by Saturdaynight on Feb 28, 2013 18:15:43 GMT -5
Her is a little taste of the MOD-G project. It only has the first three levels. This is not a complete representation of the project. The enemy file is not going to be the final enemy in this project. It's was simply a fun placeholder until I finished the Urban Terrorist enemy that will be in the final product. The menue system is not in place at this time. Simply launching the game from within DOS will bring you right to the first level. Further more, some of the graphics will change in the final product. Please give me any feadback you have. Attachments:
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Post by Mystery on Mar 2, 2013 6:50:58 GMT -5
Haven't had much time to play through the whole thing yet, so I don't have a lot to comment on it for now. But I'll have some free time tomorrow where I can take a closer look at the demo. So far it looks very promising and impressive. Definitely the most advanced GCS game I've seen so far in terms of level architecture. Too bad my game is still stuck in limbo
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Post by Saturdaynight on Mar 2, 2013 12:23:52 GMT -5
The warehouse is getting a bit of a face lift so what you see in that level will be a bit different in the next ncarnation.
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Post by Mystery on Mar 3, 2013 9:30:49 GMT -5
Alright, had a chance to play through the whole demo and have a look at everything. I really like it so far. The vehicles look excellent and their texturing really fits the original 3DGCS style. They don't seem out of place, like some cheaply imported textures in other games do. I also find the secret(s?) in level 3 to be very nice. Quite refreshing to have something else than the usual "secret" sliding walls. The raised floor "texture" trick is also pretty neat and still looks good when moving around. This is a very nice trick to get some variation in floor textures within the same level, very clever. In fact it's even better than the floor polygons, at least for larger areas. I've seen a couple of games where the level designer either used polygons that were far too big or they used a very huge amount of them and either resulted in pretty ugly glitches. So far this is one of my favorite tricks you've come up with as it's clearly a method to achieve something that's not actually possible with the engine. There are some graphic glitches in the second level, right at the starting point when looking into the distance. Is it because of the number of objects on screen or is it a drawing distance issue? My last experiments with the 3DGCS engine was to figure out how to avoid any graphical errors and where the limits are. Looking forward to the next version. Oh and it's totally surreal to be facing the DOOM sergeant in a 3DGCS game
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Post by Saturdaynight on Mar 3, 2013 21:39:11 GMT -5
Great feedback! Yeah, I'm trying to retool the warehouse scene. The drawin is aweful I know.
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Post by Saturdaynight on Mar 4, 2013 10:42:26 GMT -5
Mystery, just out of curiosity, what secrets did you find? Just list the items and I'll know what your talking about.
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Post by Saturdaynight on Mar 4, 2013 10:45:39 GMT -5
I feel that polygon floors should be used in very limited fashion as they are flat solid textures that in my mind detract from any game created in this engine.
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Post by Mystery on Mar 6, 2013 3:12:03 GMT -5
I didn't put excessive time into finding all secrets, but I stumbled upon one with a medkit inside and one which was a longer dark tunnel, with one enemy inside and at the end around a corner there was a small empty room with a gate for a door.
Yes polygon floors should be used only when necessary. You used them for the stairs and they work pretty well there.
One interesting use I saw in a game was in an outdoor level with small buildings where the polygons were used as the building floor to set it apart from the outside floor texture. But it didn't look that great, I just thought it was somewhat clever. Your method would still look better.
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Post by Saturdaynight on Mar 7, 2013 13:01:43 GMT -5
Yeah, I tried to come up with secrets that were somewhat original. In the fourth level, the Fortress, I utilize the raised textured floor technique in this outdoor level. It works quite nicely.
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Post by Technopeasant on Oct 1, 2013 15:43:00 GMT -5
I really like the vehicles, reminds me of Duke Nukem 3D and Shadow Warrior (and, actually, the famous WolfenDoom mod for Wolfenstien 3D). I am assuming when you make an executable the sounds will work? Because go.bat for any Pie3D game leaves me without any sounds. Nice architecture, and if I may ask a general Pie3D question: for that version of the engine, how is geometry stored? Is it vector lines like Doom or a grid system like Wolfenstien 3D. Normally I can guess from the environment, but given that Pie3D has 45-degree walls and, in this case, a height system it is a bit more obfuscated. I am always fascinated by early 3D engines.
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Post by Saturdaynight on Nov 6, 2013 21:58:42 GMT -5
the final product will have GCS menu as well so the sound should work. I believe pie uses a grid system. thanks for the input.
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Post by Saturdaynight on Nov 11, 2014 18:28:46 GMT -5
An update will be coming soon! Much more to explore. Level 7 in particular will really give people a challenge. It's an underground tunnel system so everything purposefully looks repetitive. If you've seen the screen shots you know what I'm talking about.
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Post by Saturdaynight on Nov 11, 2014 23:08:49 GMT -5
OK, so here is Mod-G Beta v0.3. This is a two part compressed folder do to the limitations of the upload file size to the board. In this release the warp-to points are functional for all eight levels. The last level is still under construction with no enemies and limited access to the level. There are still some small glitches in game play, for example some of the guards will inexplicably be in a static state making them impossible to kill but the good news is, they don't shoot back when this issue appears. Lastly, feel free to critique the game and give me any feedback yo may have. Enjoy what it is, a work in progress.
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