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 Post subject: New phase - new look!
PostPosted: Tue Sep 29, 2009 6:41 am 
EAT IT, DOOM FREAK :>
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This is a discussion topic for the following blog:
http://vega.skulltag.com/2009/09/new-phase-new-look/

Things have been pretty quiet from us since QuakeCon. What’s the deal with that? Were we all wiped out in a cataclysmic rain of fire? Were we enslaved and working in the coal mines? Are we all too busy playing Halo 3: ODST (hint: no)? Actually, the answer is none of the above! We’ve been hard at work on the next phase of Project Vega (it’s still a codename, remember?)!

While the first phase primarily had to do with getting the basic technology off the ground (building the editor, getting the scripting system working, getting map basics working, etc.), and the next phase further developed that into a playable demo (lightmapping, basic working monsters, basic working weapons. etc.), this third phase is geared towards developing a small slice of what the game will actually be like. This means we’re finialing the overall look of the game (more on that in a minute), determining what visual technology we’ll need to do this (and implementing this), and developing a few maps that fully reflect the final look of the game, as well as the final gameplay of the game.

Concerning the look of the game, we’ve chosen to take it in the direction of cel-shading. This means that the game will be bright and colorful, looking something like an anime. Meshes will have banded lighting (while still allowing the full spectrum of color), and be outlined. Overall, it looks very cool so far! We’re moving away from a more realistic look to something more interesting, I think. Currently, Mechadon and Esselfortium are working on figuring out how the maps should look under this new rendering system. Once we’ve got it all ironed out, I’ll be sure to post share some screenshots of it!

I’ve also been working extensively on the gameplay side of things. After fixing several bugs/issues noticed at QuakeCon, I’ve added several new elements including powerups and an extensive customizeable skill setting system similar to what’s found in ZDoom. This allows you to define your own skill levels and properties, such as speeds for objects (in some skills you may want missiles to travel faster), player damage factor (so the player can take more/less damage under certain skill levels), and whether or not the monsters should attack more frequently. I’ve been updating the monster scripts to reflect these new properties, and so far I’m very pleased with the results.

We’re well on our way to completing this next phase – a small slice of what the real game will be like, in terms of visuals and gameplay. When this phase is complete, we’ll finally be ready to find ourselves a publisher, and get this game finished!

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John Smith, regarding GZDoom's new renderer wrote:
Ok so people with a video card more than about 3-4 years old, and probably most ATI users, can just fuck off right? Seriously are you making a doom port or the sequel to Crysis.


   
 
 Post subject: Re: New phase - new look!
PostPosted: Tue Sep 29, 2009 7:02 am 
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 Post subject: Re: New phase - new look!
PostPosted: Tue Sep 29, 2009 7:04 am 
EAT IT, DOOM FREAK :>
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Catoptromancy wrote:
Posting in epic thread.

CEL-SHADING

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John Smith, regarding GZDoom's new renderer wrote:
Ok so people with a video card more than about 3-4 years old, and probably most ATI users, can just fuck off right? Seriously are you making a doom port or the sequel to Crysis.


   
 
 Post subject: Re: New phase - new look!
PostPosted: Tue Sep 29, 2009 7:11 am 
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My plan is almost complete! Just need rocket propelled chainsaws!

Also it looks as if maps can be made in radiant? If I happen to make a map what would be the closest game I could pick in radiant that would be easily converted?


   
 
 Post subject: Re: New phase - new look!
PostPosted: Tue Sep 29, 2009 8:01 am 
EAT IT, DOOM FREAK :>
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I think the editor is a lot like Hammer/Doom Builder. You'd have to ask someone who's used both this and Radiant if it's similar.

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John Smith, regarding GZDoom's new renderer wrote:
Ok so people with a video card more than about 3-4 years old, and probably most ATI users, can just fuck off right? Seriously are you making a doom port or the sequel to Crysis.


   
 
 Post subject: Re: New phase - new look!
PostPosted: Tue Sep 29, 2009 8:10 am 
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 Post subject: Re: New phase - new look!
PostPosted: Tue Sep 29, 2009 12:02 pm 
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Since Hammer is originally based on Radiant...

Unless Valve for some reason replaced the entire level format the source engine use basically the same level format as Id Tech 1 - 4. As for Doom builder. I don't see how Hammer and Doom builder are similar.

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 Post subject: Re: New phase - new look!
PostPosted: Tue Sep 29, 2009 12:08 pm 
I like vivid colours :-)
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Cel-Shading ftw. Make it look different to the generic fps games.

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 Post subject: Re: New phase - new look!
PostPosted: Tue Sep 29, 2009 12:35 pm 
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Doom Through Doom wrote:
Cel-Shading ftw. Make it look different to the generic fps games.

Couldn't agree more.

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 Post subject: Re: New phase - new look!
PostPosted: Tue Sep 29, 2009 12:45 pm 
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Cel-shading? No! Now it will look like one of those crappy Japanese games! :wasted:

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 Post subject: Re: New phase - new look!
PostPosted: Tue Sep 29, 2009 1:29 pm 
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If the cel-shading is anywhere near as awesome as it is in Borderlands, I'm up for it. Have you seen the trailers for that game? Kick-ass.

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 Post subject: Re: New phase - new look!
PostPosted: Tue Sep 29, 2009 1:57 pm 
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Really cool news Carnevil! Looking forward to vega!

(very enjoyable gaming application?)


   
 
 Post subject: Re: New phase - new look!
PostPosted: Tue Sep 29, 2009 2:31 pm 
Hmm
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Cel-shading?
WIN.

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 Post subject: Re: New phase - new look!
PostPosted: Tue Sep 29, 2009 2:37 pm 
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You guys didn't know?

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 Post subject: Re: New phase - new look!
PostPosted: Tue Sep 29, 2009 2:52 pm 
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the doom freak wrote:
You guys didn't know?


No, because you did a good job and didn't leak anything to us :(


Cel-Shading = Awesome, by the way. However I starting thinking about Warsow when I read that.

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 Post subject: Re: New phase - new look!
PostPosted: Tue Sep 29, 2009 3:16 pm 
OH GOD I AM STUCK IN THIS TINY BOX LET ME OUT
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WhiteRabbit wrote:
the doom freak wrote:
You guys didn't know?


No, because you did a good job and didn't leak anything to us :(

He leaked it out about (IIRC) a couple weeks ago in #skullrant :P


   
 
 Post subject: Re: New phase - new look!
PostPosted: Sat Oct 03, 2009 12:12 pm 
Enough, stop climbing.
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CEL-SHADING :)

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 Post subject: Re: New phase - new look!
PostPosted: Sat Oct 03, 2009 2:06 pm 
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Zaranell wrote:
If the cel-shading is anywhere near as awesome as it is in Borderlands, I'm up for it. Have you seen the trailers for that game? Kick-ass.

Something tells me it won't be quite like that ! :o

And I didn't like the "something like an anime" comment. Also, any pics ?

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 Post subject: Re: New phase - new look!
PostPosted: Sat Oct 03, 2009 4:00 pm 
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There's no textures to match the theme, so not yet.

VGA wrote:
And I didn't like the "something like an anime" comment.

So you want another ugly, gritty, brown/grey, shitty looking fallout 3-type game?
What's wrong with bright colors and crazy action scenes?

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gHoSt wrote:
shwaa44 (3:22:05 PM): Yeah. Crysis is Hitler and my computer is Anne Frank.

http://threechan.tk/
Fuck you gravity, I'm walking up this wall.


   
 
 Post subject: Re: New phase - new look!
PostPosted: Sun Oct 04, 2009 1:40 am 
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Fallout 3 looks shitty to you ? I find it very moody and properly gritty since it's post-apocalyptic.

Anyway, it's a matter of taste, our avatars speak volumes :-)

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