Gnounc's Project Graveyard

– Where bits come to Rot

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meet cheevoQuake!

Posted by gnounc on October 18, 2015
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behold!

Theres more work to do on the interface. Background images, and more importantly Icons for the achievements.

If anyone feels like donating to that end, drop me a line.

Note: the fiend featured heavily in the screenshot is by Niklas Jansson, the artist behind Kawaiik http://www.androidarts.com/kawaiik/kawaiik.htm

A few updates..

Posted by gnounc on October 18, 2015
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gitorious.org shutdown and was absorbed by gitlabs. I weighed my options, after which I found i quite like gitlabs, so after some initial wariness, I signed up.

Now for what I’ve been up to. Work mostly. Mostly just work and more work. I have managed to sneak a few more test projects out there. I made a few quick tests, namely fte’s wallwalking support, and one where when you gib an enemy, you see things from their perspective as their head goes flying all over the place. Funny for a second, but pretty gimmicky and DEFINITELY disorienting.

I made another test mod for objective markers (think Halo) and damage counters (think FF7, Borderlands). Like most of my tests, I expect it to make itself into some future work, perhaps when I pick up operation grouphug again,

Lastly and most notably, I made an achievements mod. Its built to be easily plugged into any existing mod. Mostly its just a series of hooks, a couple of floats, and a central place to check them all. I have 30 achievements built in so far, and may add more as I come up with them.

The next post will be a screenshot or two of cheevoQuake.

-Hope to post again soon.

gnounc.

Minimap

Posted by gnounc on March 16, 2014
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Minimap

UI is gettinga bit crowded.

Draft Picks

Posted by gnounc on March 16, 2014
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Draft Picks

The drafting menu gets a visual upgrade.

For a few minutes more..

Posted by gnounc on February 23, 2014
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For a few minutes more..

More Placeholder art. Trying to get the positioning right for the elements.

WIP Hud

Posted by gnounc on February 23, 2014
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WIP Hud

Notice the ugly. Working on eliminating that.

CSQC menus and Damage tables

Posted by gnounc on February 17, 2014
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The draft menu now has a nice mouse driven menu to go along with it..if you’re into that sort of thing. If you are not, the ssqc menu we had before is still an available fallback.
Icons are programmed in for the draft menu and the WIP hud, but I havent settled on any actual icons, and there are no graphics in the repo, so if you want to add any, gfx/draft/0 .. gfix/draft/15 is expected for the draft icons, and gfx/hud/dredd is the placeholder path for the avatar.

A damage table of sorts has been added, its in the shared folder.. each element in the damage table is a percentage of the damage argument in t_damage. Untested, but percents over 100 should work as well. 1.1 being 110%.

When I get some fancy icons for the draft menu, I’ll post a pic here.

 

 

O:GH, now with 100% more 100%ness!

Posted by gnounc on February 3, 2014
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OK, more like 10% more. But more is more.

You can now get a gameover. I know right? Just what you wanted, an opportunity for a game to call you a failure.

Also implemented is batting projectiles back at an attacker for extra damage, and barrels that explode with different damage types depending on the weapon you used to destroy it. The graphics dont show it yet, but if you blast a barrel with the lightning gun, it explodes lightning damage, if you blast it with the nailgun (which now coincidentally shoots acid), it spews acid everywhere.

I think thats a fun feature. Believe it or not those last 2 features took up most of my day. (ok so I was being lazy).

stay tuned, more to come, MOAR I SAI!

 

–2’s

ogh: Resistance is no longer Futile.

Posted by gnounc on February 2, 2014
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Operation: groupHug now has enemy resistances and weapon damage types all filled in and functional.

They are NOT balanced, I mostly just shoved some values in there to prove it works. The game needs some indicator for how much damage you are doing, as of right now its incredibly difficult to tell which weapon to use against which enemies. It makes it a bit easier that you can only use one of two weapons any given match. If the first one doesnt work, switch weapons and hope for the best.

Powerup duration earned, and which powerup you have also could use some indicators. I play through entire levels forgetting to use them, and end up dying. Something visible would really help, gb’s hud should help that considerably. In the meantime I’ll add another dbug print.

I’m rapidly reaching the point where I’m going to need some coop feedback, as this IS a coop mod. Like, how broken are the draft rounds? What enemy resistances work and do not work? Which weapons feel like shit on a stick, and which are fun on th’ bun?Are there any particularly jarring moments in a match that need to be polished? You know, playerstuff.

Check back with ya soon with some more code shoveled on top

–gnounc

introducing Operation: groupHug!

Posted by gnounc on January 31, 2014
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Operation grouphug. A new mod inspired by Shpulds ideas to coerce coop players into sticking together, in much the same way Diablo2 does.

Well, I took that idea and blew it all absurdly out of proportion. Or maybe thats just how it feels, you be the judge.

Features include:

-Drafting items like in fantasy baseball

-Elemental attacks (mostly fire, but lightning and acid where apropriate)

-Armor and enemies RESISTANT to those attacks

-Shared Healing Pool that disperses health, its filled with the blood of your enemies!

-Nobody finishes the map early, everybody must make it to the exit!!

-Maps now progress differently, e1m1, e2m1, e3m1, e4m1, e1m2, e2m2 etc. This creates one long difficulty grade, instead of 4 shorter ones (which I always thought was weird)

-Powerup uses are now earned through killing enemies as well, and may be used at will. But only the powerup you drafted out.

-Biosuit is now an armor, it does not deplete like the others, to make up for its shortcomings elsewhere, namely that it does not have any resistance to Normal damage, the kind everybody deals.

-Superhealth raises your max health, and your starting health.

-Additional damage is done if you are in a tight group

-Additional defense is gained for the same reason

-Ammo is now boiled down to Primary ammo (represented by shells currently) and Secondary ammo (cells). Shells are dropped 80% of the time, and cells 20. I plan on making the drops less than 100% of the time as is now the case

-Ammo is distributed among the group. Anyone out cowboying it up will not share this benefit.

These features are implemented, but not fully fleshed out. Ammo spawns too frequently, enemies are too easy to kill, health is too easy to come by, and damage is too high. Balancing will come after the rest of the features are implemented. Planned features are as follows:

-An axe that bats away projectiles

-An Aggro system, so you can make the tank pull.

-Invisibility is currently the most worthless powerup. I plan on making it so only 1 monster sees you at a time when its active. For picking off monsters, or otherwise luring them.

The code is currently up on my gitorious account. Pull, host, and enjoy!

Feedback welcome.

As for the surprise I was working on, it turned out to need more attention that I can currently give it. It requires a lot of testing. I’ll let most of the secret out of the bag. It was drag n drop for fte on android. When I have a proper testing system and things arent so cumbersome, and I have more energy to test in actually ON android, I plan on getting back to this. Sorry I couldn’t have it released for everyone to enjoy already. Deuces. –gnounc

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