Canceled DOOM: Ultra-Violence

Project is halted prior to completion and will not receive further updates.
Yeah I've just been doing it later on with bglayer, it's hard to get the settings right thou.  Still working on stuff, all these screens are pretty old.
 
BeasTie said:
 
- doors that can be opened manually by player
- Secret walls/doors now possible
- enemies become hostile on approach, rather than being spawned on edge of screen as player approaches
- darkness/lighting - stages have various lighting, some darker than others, using layers, fireballs etc. appear bright.

Looks good BeaTie can't wait to play it. I have a question though, How did you accomplish making players hostile on approach? Did you set their aggression stats to 50 or greater & set the AIMOVE to CHASE, or is there another way.
 
@ A.D. - It's using script, here's the thread about it - http://www.chronocrash.com/forum/index.php?topic=621.msg4562#msg4562

@ nsw25 - yeah i'm just really lacking motivation these days, there's so much I know could be done better but I'm just not capable of doing it.  I have a lot done, thou it's not playable, I have no proper missions or stages.  It's really hard to try and live up to 25 years of doom modding....  I'd really love someone who had experince with doom levels to get on board and design stages.  Sadly if it's all left up to me I doubt I'll ever get anything released.
 
I can't remember if it was this mod or another mod of yours where you had Jason/Freddie as a playable character, I'm pretty sure it had Samus? Is that another project? Has it been abandoned?
 
Putting this here for when I need it, but it might help some fellow modders. ;)

bang_head_here.gif
 
That was supposed to be my status report ;)

@ned

(LONG POST WARNING,)

Thinking of starting over again or just canning this idea, when I first started this in openbor Doom was already 10years old.....Doom recently just had it's 20th birthday.

I have a cool 'MOD'.... a cool doom game I do not.  Seeing the speed of progress happening in other mods lately, I'm just pissing in the wind with this thing.  There's so much that should/could be done for this game, to be half assed is pointless. The thing I started years ago was just a novelty/experiment, the old bor couldn't do much.  Current openbor is so powerful now that I feel like what I had in store for the updated version is just, well..... it's lame.

I felt was making good progress learning scripting before lavalit went down,  but most of the info I was using back then is now gone. 
I'm stuck using an old openbor because the script wont work with anything past openbor 3742 (forget what version exactly), which is now itself over a year old.  Most the stuff on this forum is based around new scripting methods that I can't even try.  but I understand enough script now to understand that my stuff sucks anyway.  I spent a year at lavalit just catching up on the engine, after 5 year break a lot of info was new to me but already outdated.

I have no professional background in games, coding or anything.
Everything I know I've taught myself and picked up from always messing with and modifying games.

I will always work on this thing thou because it's fun.  I honestly don't play commercial games much at all, so all my gaming time is openbor and other game/engine modding. I swear I have not played through a commercial game since before the year 2000.

Anyhow didn't mean to have such a long post, but my point was I've had all plenty of free time to work on this thing for nearly 2 years, and still getting nowhere.  Sadly I don't think I will have that kind of time to spend as much anymore, and the will is fading.  Often if I have time but I don't have the mental energy to work on code etc.  Example this weekend was spent playing a few gigs back to back plus a few nights practice during the week.  Factor in my sleeping disorders and I'm pretty brain dead right about now.

Just sharing my pain with ya Ned I guess, cause I know you get frustrated too :D

(the rambling continues, I cant sleep tonight)
----------
I've always played in original bands, I've studied sound engineering, I'm a musician at heart.  But the music I like is commercially dead, it seems plenty of people still want to hear it, and buy it, but it's not what big business wants to work on.  It's all about highest returns for lowest risk these days.  (for example under today's conditions no one would sign bands like Guns'n'Roses or Nirvana, too much risk)
The video game industry is the same now too.

At times I've worked in various forms in the music industry, as a performer, sound engineer or just general laborer.
And thou it's a soul sucking monster of hate, I keep playing in bands and working in music, because part of me still has the passion for it.
Even thou I can't imagine really wanting anymore to be part of the industry that's around now.  I don't just mean that as a musician or artist but working in the industry in general... 

More and more everyday I'm starting to hate video games and the industry itself.
http://www.youtube.com/watch?v=FtHMkPmmeLA

Maybe we should give up and just make some lame flash games, maybe we can even cash in ;)
Good fan games are likely to just be shutdown with a C&D pretty quick in the coming years, IMO.

Seems there's no room for creative people in this world anymore.....

I'm just going to make a game about cats  ::)
 
nsw25 said:
theres still room for creative people. you start with a fan game and work on honing the skills needed then eventually make an original game, my simpsons game is going to have heaps of ideas in it and is my testing game then my urban lockdown game will eventually be all original content.

I dont think companies will issue non stop C&D unless these games are making profit, and i think making a fan game is a good way of bringing attention to your skills.

so much talent on this website. there are people out there who woudl love to play these games and yet havent stumbled across OpenBor.

Everyone on this site should at least try to make 1 original game as a personal goal.

I completely agree. My test game is the 1 I'm working on now and I've been with Lavalit for a little over a year and have been using this 1 mod to conduct ALL kinds of tests and experiments. Thats why I called it my guinea pig mod until I got good enough to finish it and afterwards, do something original and epic. 

And as far as music goes, I do music as we. I can sing, rap, make my own beats, dance, and I have a home studio and a studio building and been doing music since 7 years old. Over the years, my passion to get signed and heard has kind of faded as I've learned that I enjoy making games far better. I draw alot, more on the character design end but my passion has a new flame and I won't let it burn out and you shouldn't let yours burn out either.
 
I only said this stuff  in a kind of sarcastic/joking way :p  Just taking a stab at the mainstream crap out there ;)

@I KS - yeah that's pretty much what i was trying to say :)
 
Beastie don't stop the game please, but if you just have to at least upload what you already have. There are some really cool things in this mod & I would love to play and study what you have accomplished. I am a Doom fan and have followed your project for a long time, don't let your resources go to waste.
 
@BeasTie
I can really understand how you feel.
This situation of seeing an engine continuing to progress and your project stuck in the past (older ver. of engines) is really frustrating. I experienced it with mugen (new ver.) and now Openbor.

This is particulary a pain in the a** when you try to do something a little different of what an engine is originally meant for. My progress on W.A. is slow, reaaaally slow, beacause I want to have my game system "stable" and completed before to work on levels and other enemies. So the "art teacher/spriter/comic artist" I am, have to code everything without skills. Sometimes I feel dumb. These last months, there was no week without the feeling of cancelling the project because of my crappy progress.
Now I feel better, but I know in few months I'll start my new job and it will take priority on everithing else. So, no more progress on my mod.

Most of openbor modders like to experiment, but sometimes, finishing a project can be complicated. But I really hope you will continue your mod. We need more mods with unusual gameplay/game feeling.
 
Beastie has a long history with this mod, it will be a shame if it never gets a full release. I hope he at least uploads his working demo.
 
Not quitting the mod, was just saying that it would probably be a smarter option right now lol ;) 
The music thing I said in reference to me being a sucker for punishment and not giving in :p

I know I left a wall of text to read, but I was saying I'm probably starting almost from scratch again.
Been re- evaluating what I have now, trying to make things better. 

I've either gotta make it as it is now, and throw out any addition features.  Or keep plodding along not really able to do anything properly.  There's script that I even wrote myself I'm now looking at scratching my head wondering what does what and how the hell I did it.
Some script I made is functional but coded bad, I've kind of being going on the 'if it ain't broke don't fix it' motto for a while now but

---
@NED - I've gone through this retro fitting process at least 20 times and I really tried to keep engine current this time but got trapped with this build when scripts stopped working.  This was just as I was in the middle really learning script, so it's been pretty confusing just as I was working on things to have lavalit disappear and all info I'd been using for past year is gone.  I have no idea how to even fix these scripts to be compatible.  Any new stuff I've asked about I can't even use because the engine I have is so old now.
---


So yeah the status of the mod is, I have no idea, I have so much to repair fix or restart/redo.  A lot needs to be fixed and I'm basically banging my head on the wall looking at all that needs to be done and questioning is it even worth it or should I just start over once again with just the basic enemies and first stage.

There's certain enemies I've done the sprite work at least a dozen times trying to get the best looking animations and offsets.  The Doom sprites are a total pain in the ass. 

Originally I got all sprites offsetted by myself and onion skinned by eye every enemy and player.  But certain enemies didn't look right when walking.  So I reverted to the original cropped DOOM sprites, ripped straight from the game files,  and I used the exact offsets that were in DOOM,  This seemed a bit better looking, but it meant there was a thousand different offsets in every char, this became problematic as you'd expect and even with the exact offsets it still looked weird!

Recently I discovered after spending a LONG time trying to replicate how enemies are offsetted in original DOOM engine,  that the original sprites where 'Automatically Offsetted' and are often incorrect!.  There is a project someone made for Doom/Doom2 that makes a lot of fixes to this and even replaces incorrect sprites.

So now I've been MANUALLY ripping via screenshots every single enemy sprite from Doom, Doom II Heretic and Hexen using a .WAD editor that displays each sprite with offset.  This way I have everything in exact axis from the game, there should be no problems right?

Some enemies still move weird....    Another thing is thou you don't notice these little things playing the game so much, too busy shooting stuff.  But if I take time to evaluate enemies I start to question even the animation delays and start tweaking over and over again the same goddamn enemies I made like 7 years ago!!! (well now technically I made them last week! ugh!)

So yeah just as I thought I saw some light at the end of the tunnel, I have to walk all the way back to the start again :(

@AD - I don't have a working demo to upload, I have a big bloated mess of files and some roughly made stages :p
I've still mainly been experimenting with stage design, I struggle with this trying to give stages more depth, hard to live up to 20 years of doom map making, there's so many things that could be done, but I have a lot of trouble using bglayer function to draw floors and ceilings how I want them.

I've had to design everything from scratch which has taken a lot of trial and error, I spent a while just working out what resolution worked best with stages and chars.
 
Its a shame u have to start over I also started over once as my scripts started to mess up.  I wanted a clean base with no extra crap I wont use.  I recomend using tiny demo if u have it if not I can upload it!
 
Some enemies still move weird....    Another thing is thou you don't notice these little things playing the game so much, too busy shooting stuff............
I found recording and watching it again (usually a week or so later) is very helpfull for this type of situation.
 
Yeah that's kind of where I'm at, I'm using a mix of old and new scripts, it's probably easier to just do it again, the enemies are very basic to make, not much code involved.

Over time I've ended up with a crap ton entities - items, weapons, flashes, obstacles, stage elements. Some these things ca be  consolidated now and a lot I can do with script instead.  This is a big reason to restart from scratch, and just add things as needed, obviously there is a lot that I can just copy over and edit accordingly.

I just feel bad because I keep promising a demo and then end up back at the drawing board.   
But my main reason to post  a demo is to help in development, but it's too much of a mess.


I don't mind restarting, it just means there will be no demo for a while, or it will be very basic.  Because I'm ripping things one at a time and adding them as I go now.  I threw out all custom enemies for now, working on making the main enemies Zombies, pink demon, imps, skulls and cacodemons behave better etc.  I mean it's okay as it is, but I know more about openbor now to try some things again. 

I recomend using tiny demo if u have it if not I can upload it!
It's cool I usually just start with an empty folder and openbor.exe anyway.

@MatMan - Sup, yeah that is good idea.  I recorded some gameplay to post which led me to notice a lot of stuff and start thinking it was crap :p

But that's why i was desperate to make demo at one stage so people could actually play it and comment, instead of me constantly tweaking by eye and second guessing myself.  BTW, do you remember what the version of openbor was we are using?
 
But that's why i was desperate to make demo at one stage so people could actually play it and comment, instead of me constantly tweaking by eye and second guessing myself.  BTW, do you remember what the version of openbor was we are using?
That worked out nicely for my MixMasters mod in the beginning and I got some great feed back and ideas but don't expect much, at the end of the day you'll get a few good ideas from the great crew here but mostly you'll have to come up with your own ideas.
 
IF you stop treating it as commitment then youre gonna be all good, you do it because you like it, if you dont enjoy it then take a break, play the game with someone cause sometimes that gives you more inspiration.
Its not like we got paid for all this so there should be no pressure.
On battletoads i spent so much time, i dont even know if it was 2 years or more, i made like 3 separate games in it and with 20 something stages each.That was neverending story, i kept adding and adding stuff, but in reality only main gameplay is important, stages/ graphics/ enemies swap but main gameplay stays the same, so its good to complete one stage with everything in it and then you basically have entire game, then you split everything into more stages.Its good to have a plan otherwise you will never see the end.I have some unfinished demos but i still play them from time to time, its better than nothing, i made them cause i wanted to have my own version of game and i enjoy it, i dont really see it as some contender and 2d comeback fighter, many kids still play 2d games in browser and i play the games with my sisters kids, they dont really care about 3d or not 3d, they were never told that 3d is super advanced new tech, 3d is just different thats all.Im sure theres people who would like to play doom like that, so why dont make some short demo with basic gameplay.
But hey if someone would pay me to make proper game then i would try to make each stage unique with own boss and customized characters, not because its important for me (cause its not i dont really care about customization or different bosses) but i owe it to the people who pay for the game.
Hey even arcade battletoads didnt had any story and for example violent storm had very basic girl kidnapping story, gameplay is what makes the game good.Sometimes gameplay is part of the story but thats different type of games.
 
IF you stop treating it as commitment then youre gonna be all good, you do it because you like it

I agree. As we say in Mugen, you do char project to YOURSELF first, then you release to the public. But the main focus (as for me) is not the public, its yourself. Its something you are making to fullfil a desire that YOU have.

Take a brake, play a bit. Are you a musician too? I am keyboards, which instrument do you play?
 
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