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Member Since 10 Jun 2007
Offline Last Active Sep 10 2013 01:21 PM

Topics I've Started


02 September 2013 - 03:14 AM



Game mockup I've been tinkering away on...

A Doom Like Shooter

28 January 2013 - 04:00 AM

Hiya guys,


I'm looking to throw together a quick little shooter on the same tech level as Doom, Duke 3d etc. Wondering what tools you'd recommened to do this as easily as possible. I just want to throw my own sprites in there really.




27 July 2010 - 12:55 PM

Hey guys!

Come follow the development of our game, Junkers at our blog!

We're also on the lookout for any talented music and sound effects composers interested in contributing.

Junkers video test!

FPS Hand-to-hand Combat

11 June 2007 - 12:59 AM

I don't think there has been a fps game so far that has featured a well working HtH system. Most of the time it devolves into a Half-Life crowbar fight. Any ideas on what would be a good fps HtH system? An idea I thought might work is simplifying the whole thing a bit. Perhaps the only commands are attack, block and a special action. And instead of having complex combos it is up to the timings of these 3 commands that decides the fight. Say an enemy swings his sword at you, if you hit the block command at the right time you could parry his sword and create an opening for an attack command, which depending on how well you time that will succeed or not. Mistimings could result in a failed block or a weak attack. Also a string of well timed or mistimed actions could swing a 'momentum' factor, which might make it harder or easier to time actions or perhaps effect the characters psychologically. Then there's the problems of whether you have to 'lock-on' to an enemy and how to deal with multiple characters fighting each other simultaneously and a ton of other things I'm sure. Anyway I thought that basic idea might be fun. Hopefully look more realistic or at least cooler than a Half-Life crowbar fight.