So... yeah. This happened.
http://img.gawkerassets.com/img/18odro4vjn4pxpng/ku-xlarge.png
Oy, where do I begin? The horrible name? No backwards compatibility? A lack of focus on GAMING?!...
Type: Posts; User: Carnevil
So... yeah. This happened.
http://img.gawkerassets.com/img/18odro4vjn4pxpng/ku-xlarge.png
Oy, where do I begin? The horrible name? No backwards compatibility? A lack of focus on GAMING?!...
In Wrack? o_O I assure you the pistol is still quite viable later on - especially now that the levels are more open, and especially since they're even more open later on. It's not uncommon for me to...
It's just something to break up the room. Without those ledges, it'd just be a big open space which isn't all that interesting. Plus, it gives you access to a secret and cover from the railgunners up...
Well, that one area might be a bit flatter, but trust me, the rest of the map is vastly improved over the original.
... actually, don't trust me! Here's an example. Here's one of the areas from...
No, but I'm hanging in there for now. I think the fact that the faces are all fairly small is what's stopping it from breaking. These days, when I start lightmapping it's a fairly nerve-racking...
This week I actually talk about one of the development happenings with Wrack. Specifically, one of the areas of level 6 has been designed so that it's radically different from how it used to be - so...
Level 6 has a bunch of scrolling energy columns, and we now have animated sprites, so things like explosions are looking quite nice now! :D
Yeah, that's something we're working on. It's supposed to be a very lively game, and as the game gets more and more complete, more of those little touches are being added. For instance, level 2 has a...
You could accomplish that a couple of different ways:
1). Edit the model so that it's physically off the ground instead of resting at the origin
2). Give the object the +nogravity flag and...
heh, it could be done in a mod pretty easily :P In the mainloop of pickupitem.txt, you could just add something like "Turn( ANGLE_1 * 6 )" to have it make a full spin once a second.
This week, we turn our attention to sharing useful knowledge! The topic here is a favorite of mine - the principles of design! These are basic guidelines for making captivating visuals. A basic...
Or, maybe don't pigeonhole us into the "old-school FPS" box? :P
I think though you're talking about the art style and general look of it. Doom, specifically Doom 1, is a nice colorful game with a lot of things going for it visually. There's a lot of adherence to...
Is there too much emphasis on graphics when it comes to first-person shooters? I ask the question, talk about some reasons why that might be the case, and talk about what I feel the role of...
When I was implementing all of that, I couldn't find any code to enable those sorts of AA effects. I tried, though.
Yes, Borderlands does indeed, and... yuck. Not to mention that the lines are always a fixed width, so when you back up from an area with a lot of edges, you just get a soup of outlines. It doesn't...
No. There's no point in outlining the world. Part of the reason to have outlines on the objects/weapons is to help them stand out more against the world. You're giving them more contrast so that you...
@Phml: In response to your post that I totally saw (:>), yes, as usual, I'm totally in agreement with you. I'd also like to add that Wrack's maps have been designed the opposite: Make something fun...
In all seriousness, most of this is stuff you can/should just do in a mod.
Like the kamikaze?
*walks away*
Just watching the video, that looks great! Even the cel-shading is fantastic!
Glad you guys are enjoying E1L4 so far! :) It really is quite a bit better than the original. I'm thrilled with how these revamps are going.
@Phml: True, you can have other areas just for the...
Looking nice dude! The way you've got those intermittent slanted supports is something I'm trying to do with E1L6. I like it a lot!
This week's vlog focuses on the Doom-style FPS; specifically, the lack thereof. I certainly feel like they should continue to exist and thrive, and lay out some reasons why.
Footage in the...
Very interesting stuff, Phml. You're hitting on a couple of things I definitely want to vlog about: why Doom-style FPS's should still be around (already did that one - rendering it now), and how FPS...