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DavinCreed

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DavinCreed last won the day on May 31

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About DavinCreed

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  1. DavinCreed

    Doomish

    6 Doomish - Done 5 Doomish - Almost Done... Except Fer Them Levels 4 Doomish - About 70% Done 3 Doomish: About Halfway Done 2 Doom: More Art Assets 1 Doomed Beginnings This a doom clone for the game dev challenge. I'm adding in a few things, a dodge and a GameDev.net power up. Other than that, I'm going to try to get a game that is Doom. Controls: A, D - Turn W, S - Walk Q, E - Strafe Right Ctrl - Hop/Dodge Space - Use/Open Enter - Shoot Escape, P - Pause Menu 1-6 - Switch Weapon
  2. DavinCreed

    Doomish - Done

    Challenge: complete! It's basically a complete game, even though it's short. Normally I make the levels way too difficult and I have to tone them down, but this time I think they ended up about right. They aren't very difficult, just about right for the first three levels of a game. My project went mostly according to plan. I had planned to be done in six weeks, but it took me seven. Part of that was getting used to the level building tools. Part of that was forgetting to add in some things that would have made the game not work. Another part was down to balancing the mobs. Thankfully there was only one minor packaging error that took about five minutes to clear up. The last challenge I did baking the project was almost catastrophic. I had to roll back to a previous version. There are only three levels in the game, and one is a rip off from the first level of classic Doom. Turns out I need to work more on my own level building skills, because I can tell that there is a big difference in quality of design between the Doom level and my other two. It was a good learning experience for me. Well, it's done and here it is:
  3. DavinCreed

    Doomish - Almost Done... Except Fer Them Levels

    Awesome! I'm partway through making the third (and last) level now. Then I should have time to fix a few of the remaining bugs.
  4. DavinCreed

    Hit Scanning!

    That's about the same process with what I did. I first checked for any mobs within the hit angle based on distance the distance to the shooter. Then I do a ray trace between the mob and the player for any level geometry or doors, and grab the closest success as the hit. I'm pretty sure that's not the best way to do it, but it's been working well so far. If I need to do something similar in the future, I think I'll go with something closer to your method.
  5. DavinCreed

    Too many ideas, too many projects

    Design documents. They're not merely extra pre-work, they help guide the project and keep the scope from ballooning. What I do with all my game ideas, is I put them into a doc to review later. When I'm looking for my next project, I will pick the one I feel is best at that time. Actually, my process is a bit more complicated (yet intuitive), but that's the basic idea. Also, look at what you actually want to do (as a game developer, not necessarily what you want to work on), and try not to think so much about what you think should be the way of a game developer. Maybe what you want to do is to spend a few weeks making a small game instead of larger projects. Listening to other game devs is useful, but you should not be trying to fit yourself into a game developer mold (mostly because there isn't one). Once you decide what you want, then you can come up with strategies to become successful at it. I'd also like to add to what Rutin said, motivation is nice when you get it, but it's rarely ever enough on its own to complete a project. Edit: I'd also add, that bug fixes are a must if you're going to release a game. Maybe you're happy just making it, but it will make it much more difficult to find success because audiences do not like playing a buggy game (in general, there are exceptions to everything).
  6. DavinCreed

    Weapon Sprites Integrated

    Looking awesome.
  7. I planned on making only two songs for the game, but I ended up making three... but I'm only going to use two for the challenge. Here's a link to the playlist: Then I spend some time making a bunch of sounds and also using sounds I've purchased and/or gathered from free sources over the years. And then I added the sounds into the game... well mostly. I also added in the menus and title screen and the map screen I wanted. I do have to do better for some of the SFX, but I wasn't near my other computer or my backups and I didn't want to download gigs of sounds files to go through them... but I will eventually get around to it if I have time, which I think I will. Some of the sounds I'm actually happy with, and some are alright. There are a few sounds left to do, the key doors, and then two more levels to design and then create, fix some bugs, and then the game will be ready to go. I'm very hopeful that I have enough time, I'm going to try to finish as early as I can this time. It's been a fun challenge.
  8. DavinCreed

    Doomish - About 70% Done

    Thanks, it's fun work. I haven't spent much time with the UE4 level editor, and I've learned that there is still a lot for me to learn to use it more effectively/efficiently.
  9. DavinCreed

    Doomish - About 70% Done

    So I've got almost all the game mechanics done. The first level is finished, but the end switch doesn't work yet. Finished most of the level types of objects, got doors, secret doors, switch doors, moving platforms... so most of the stuff left are the UI elements, the title screen, the pause menu, and the map. I also have to make two more levels, all the sound effects, and at least one music track, and then I'll be done. Here's a short gameplay video. The music is from the 21DaysOfVGM challenge I did back in April. It's not coming from inside the game yet, I just thought the video is too boring without sound.
  10. DavinCreed

    Doomish - About Halfway Done

    So I'm just over halfway done with the task list. All the items work, the weapon collection, the only power up is the gamedev.net thing that slows time down. That doom style shooting, where it doesn't matter what the height of the target is since the player cannot tilt up or down was a bit tougher to get done in UE4 than using regular shooting design patterns. For the items and mobs, I didn't use regular billboards, so that I can tilt the view port and not worry about the mobs and items tilting with it. More can be seen in this video. Once all the functionality is done, I'm going to go in and make some levels. I'm thinking of copying the first level of doom to be the first level of this game. Then I'm going to make the main menu and other UI elements like the map. The music is from the 21 Days of VGM challenge I did back in April.
  11. DavinCreed

    2.5d game vs 3d game

    So, so many challenges. The possibility for challenges is nearly infinite for both. Are you deciding between those two for one game? Do you have any design documentation at all? Either one you choose, you need to start simple. Start with making a prototype that only includes the main game mechanics.
  12. DavinCreed

    Doom: More Art Assets

    Still working on graphics. I finished all the sprites for the items and mobs. So then I worked on the title image. To cut the workload down, I decided to just do a simple logo on a black background. Got the FP actions done. Then I worked on the HUD. Got the different facial states, normal, boosted, hurt, dying, and dead. Made room for the game details and weapons. I also wanted to do a version of the map. But with only three levels, to keep the scope of the game down. All that's left to do for the art assets are the level graphics. After those are done I'll be starting on the programming. Well, that's it for now.
  13. DavinCreed

    Doomed Beginnings

    I started the Doom game dev challenge. Wrote out all the things I'll need to make and develop. Like all project starts, it's still looking good. UE4 is the engine I've chosen. It will be fun getting that engine to behave more like Doom. So far I've created a few graphics (about 65% of them done so far). I decided, against better judgement, to make the enemies in eight different directions. This is for a few reasons, one is that I want the mobs to wander a bit until they see the player, and the other is that for the GemDev.net power up, I want to slow the mobs down to half speed, which would allow the player to move around them and I didn't want the mobs to always face the player. I'm only planning on doing three mobs for the challenge, a zombie, a demon, and a hell puppy. I dropped the detail from the original by about half, I hope that I can still get a good looking aesthetic. Also some power ups, an ammo box, a medium health pack, a medium armor pack, and the GameDev.net power up. I'm going to try to finish all the graphics this week, then start in on the programming. The hell pup took a lot more time than I wanted.
  14. Seems like you want to have both, and there's no reason why you can't take a little from both. "Mature RPG about suicide and the purpose of life with a unique Match3 combat system." "2D side scroller RPG about suicide reasons and the purpose of life." What you need to figure out, is everything you want to say then cut that down to put into one sentence. You need to figure out why your game belongs in your chosen genre (RPG) and also what makes your game different from other similar games. I think this is called a position statement, if you want to read up on that. Looks like you already have the list of things you think are important to display, so all you need to do is select that down to a sentence: Mix that with the sentences you provided, and I can come up with something like: "Hand painted RPG presenting the complexities around suicide through a deep story with puzzles and a unique combat system." This is just an example. Obviously, it works better for a person who gets the game than an internet stranger who spent a few minutes reading through your game's page.
  15. I've been making 2D games in Unreal, it's not well supported, but I've only had a few issues. It has fewer issues if you're doing 3D models as a 2D game. Unity has more support and updates for 2D games. I think Unreal is a little ahead in visual quality, but a good artist with experience would be able to make something pretty much as good in either. You can mess with the renderer in Unreal as well as all the shaders. It's very flexible, but also all that flexibility requires knowledge and experience to utilize well.
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