Post by lgb3d on Jan 3, 2021 23:17:59 GMT -5
As I was searching for the GCS community in the year 2020 I discovered people were looking for my old game deadly technology, well here is a three level demo of my old game
Download link
www.dropbox.com/s/5cboe0ifnblhxgk/dt.rar?dl=0
YouTube hall of first person games playthrough
youtu.be/vH18S9jO3WI
In this image you can see I did not do the world's best job with GCS menu, should have included sound on sound off , but I was just doing a quick test of GCS menu as I had just received it , I believe this is a month or so before GCS for Windows came out so I scrapped this project and never pushed any further with the dos GCS projects I had.... as well I did not know how to spell technology.
This is a screenshot of the first level. Some graphics I had made of explosive barrels and crates, as well I was pretty proud of the sky texture I made it did not freak out majorly when the player was moving, but gave a good indication that You are outside. I'm sure we're all familiar with the static image that the background Skybox would create when the player moved.
I made these explosion graphics with GCS paint, I was pretty proud of them at the time because otherwise any and every explosion in the game was the exact same image. As well it looks pretty darn good similar to Duke Nukem explosions had they been drawn by hand by some young teenager using GCS paint. When you play the game you will understand. They look pretty good..
Barrels completely disappear after the explosion, but I made a windowed wall animation for the boxes utilizing draw back side it looks fairly realistic and superb for something made with Dos GCS.
This is the start of the second level notice the boxes to the left, this level starts out with some platforming utilizing J for jump. As well I think I did pretty good with the hanging lights. Anything that I could have built three dimensional I chose to to make the world a little more convincing.
In the first room you will find the door on the left is locked as well as the elevator, but if you jump a top the boxes there is another Port High on the wall
As well I have a lit room with the lights on and a unlit room with the lights off. It was as simple as selecting the items and choosing Do Not Fade with distance... But in gameplay it is very convincing
I created the yellow sign that says danger, to alert the player to things that were explosive... as well they are a windowed wall that sets right in front of the actual wall so I can place the signage anywhere in the game without having to have alternate graphics for all the wall textures where this could be placed. I read a post where mystery was talking about this concept... it works
I really could not get enough of the explosion animations I made for this project, I set them up where One Would trigger the other and it would go off in a wave. I just thought it was too cool when I was a kid, similar to the toxic Barrels in Doom how you could start a chain reaction. But I was doing it on my own with GCS.
I created various wall texture graphics excetera for this game, sure kept me out of trouble when I was young.
I will know that you beat the game if you can tell me what happens at the end of the third level... Hehehe, FYI the best thing to do is trigger the enemies and hide behind a wall and smoke them one at a time. The third level is definitely an advanced case of this scenario. I died a few times before I beat it myself.
Something that I thought was good when I was a kid but looking back I wish I could change there's no ammunition or health packs until you entered the third level. So you have to be a ninja on level two for sure ;p I just really wish I had put some health packs or ammunition in the first or second level, I included warp to points so you could go back and forth through the levels but there's no reason to go back if there's nothing to grab to help you move forward. Originally my plan had been to make a few levels indoors and then you would retrace your footsteps going back out to the second Green Door that is located outside.. I'm sure that will make sense when you play as there are two green doors outside only one of which warps you to the next level.
Download link
www.dropbox.com/s/5cboe0ifnblhxgk/dt.rar?dl=0
YouTube hall of first person games playthrough
youtu.be/vH18S9jO3WI
In this image you can see I did not do the world's best job with GCS menu, should have included sound on sound off , but I was just doing a quick test of GCS menu as I had just received it , I believe this is a month or so before GCS for Windows came out so I scrapped this project and never pushed any further with the dos GCS projects I had.... as well I did not know how to spell technology.
This is a screenshot of the first level. Some graphics I had made of explosive barrels and crates, as well I was pretty proud of the sky texture I made it did not freak out majorly when the player was moving, but gave a good indication that You are outside. I'm sure we're all familiar with the static image that the background Skybox would create when the player moved.
I made these explosion graphics with GCS paint, I was pretty proud of them at the time because otherwise any and every explosion in the game was the exact same image. As well it looks pretty darn good similar to Duke Nukem explosions had they been drawn by hand by some young teenager using GCS paint. When you play the game you will understand. They look pretty good..
Barrels completely disappear after the explosion, but I made a windowed wall animation for the boxes utilizing draw back side it looks fairly realistic and superb for something made with Dos GCS.
This is the start of the second level notice the boxes to the left, this level starts out with some platforming utilizing J for jump. As well I think I did pretty good with the hanging lights. Anything that I could have built three dimensional I chose to to make the world a little more convincing.
In the first room you will find the door on the left is locked as well as the elevator, but if you jump a top the boxes there is another Port High on the wall
As well I have a lit room with the lights on and a unlit room with the lights off. It was as simple as selecting the items and choosing Do Not Fade with distance... But in gameplay it is very convincing
I created the yellow sign that says danger, to alert the player to things that were explosive... as well they are a windowed wall that sets right in front of the actual wall so I can place the signage anywhere in the game without having to have alternate graphics for all the wall textures where this could be placed. I read a post where mystery was talking about this concept... it works
I really could not get enough of the explosion animations I made for this project, I set them up where One Would trigger the other and it would go off in a wave. I just thought it was too cool when I was a kid, similar to the toxic Barrels in Doom how you could start a chain reaction. But I was doing it on my own with GCS.
I created various wall texture graphics excetera for this game, sure kept me out of trouble when I was young.
I will know that you beat the game if you can tell me what happens at the end of the third level... Hehehe, FYI the best thing to do is trigger the enemies and hide behind a wall and smoke them one at a time. The third level is definitely an advanced case of this scenario. I died a few times before I beat it myself.
Something that I thought was good when I was a kid but looking back I wish I could change there's no ammunition or health packs until you entered the third level. So you have to be a ninja on level two for sure ;p I just really wish I had put some health packs or ammunition in the first or second level, I included warp to points so you could go back and forth through the levels but there's no reason to go back if there's nothing to grab to help you move forward. Originally my plan had been to make a few levels indoors and then you would retrace your footsteps going back out to the second Green Door that is located outside.. I'm sure that will make sense when you play as there are two green doors outside only one of which warps you to the next level.