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Author Topic: Project Battlezone (codename for a WIP Doom-based game)  (Read 2994 times)

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January 15, 2014, 04:31:11 AM
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Offline OtakuAlex

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Project Battlezone (codename for a WIP Doom-based game)
« on: January 15, 2014, 04:31:11 AM »
Greetings. I kept on looking at wads for multiple Doom-based games and found that not even the mods put all the features of Zandronum to the test to make a unique gameplay experience. Thus, an idea formed in my head, "I'll make my own Doom-based game that puts all the features of the Doom engine and Zandronum source port to the test and make it as good as possible!".

Currently, I already have some scripts done, though I will have to edit them multiple times and add more as I go along. However, since this isn't a mod and is planned to be a full game, I need a team for sprites, music, models, and maps. Yes, it'll have to be a team effort just like any full game you'd buy at the store.

Anyways, I'll post concepts, progress, scripts (once they're done or I need feedback), and other things I do for this project in this thread. I will also use this thread as a means of seeing whom is interested in helping out.

I guess I'll start by posting what I currently plans to put in the game.

World/Region Name: ???


Story: ???

Primary/Vanilla Class: Adventurer

Weapons:
(click to show/hide)

Items
(click to show/hide)

Ideas will be taken into consideration as usual. If you want to help out in any way, just say so.

Also, the current name is just a code name and will be changed later on.

As for requirements for being of help. Spriters must be able to make images that at least meet the quality of 32-bit games. Mappers must be able to make co-op maps that connect to each other instead of being set in a linear path. (more like Hexen instead of Doom, I suppose) People whom make models must be able to use MD2 and/or MD3. Musicians must have basic musical knowledge.

Some of these are for the reason of aesthetic quality, others are to make the game feel more immersive, and any of the rest are for compatibility reasons.

January 15, 2014, 06:12:06 AM
Reply #1

Offline Bikdark

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KD wants his name back.
« Reply #1 on: January 15, 2014, 06:12:06 AM »
You make up a very vague description of a Doom mod you want to make, show no proof that you've actually done anything, then expect hordes of people to sign up to be developers?
Wonderful.

January 15, 2014, 11:19:37 AM
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Offline OtakuAlex

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Re: Project Battlezone (codename for a WIP Doom-based game)
« Reply #2 on: January 15, 2014, 11:19:37 AM »
I don't expect 'hordes of people' to sign up. I could show work, perhaps.

In reality, I actually started working on the code a few weeks ago. Here's some code of ammo and a missile.

(click to show/hide)

Will this suffice for now as evidence that I actually have some work done?

January 15, 2014, 11:51:42 AM
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Offline Korby

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Re: Project Battlezone (codename for a WIP Doom-based game)
« Reply #3 on: January 15, 2014, 11:51:42 AM »
Why do you need a modeler for a Zandronum mod?

You also gave out almost no info whatsoever ABOUT the game that would make possible teammates join up. What style would the artist need to make things in["32-bit" is not a style]? What kind of moods are you looking for for your composer?

January 15, 2014, 06:49:30 PM
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Offline OtakuAlex

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Re: Project Battlezone (codename for a WIP Doom-based game)
« Reply #4 on: January 15, 2014, 06:49:30 PM »
I browsed through a list of multiple graphic styles and I'd say 'realistic', but that sounds too grand considering that the Doom engine is still from the 90's and Zandronum on slightly improves it. It might be possible, but I'm not sure.

I'll just say that I want the figures to be noticeable enough to stand out, but not be incredibly vibrant. Perhaps semi-realistic. Meh, might as well go over them.

Realistic would look nice, but the griddy graphics might make it look too much like other FPS games and seem like just another of them when it could possibly be extremely good.
Cartoony would be too vibrant and playful for the genre, unless it's targeting a certain fanbase for a game or style that is done in this way, but it wouldn't work for this game that I plan.
Definitely not retro since that would defeat the purpose as the whole point of designing this game is to see how far we can push the Doom engine by using Zandronum. Though it is also going to have its own story, world, and weapons.

So, yeah, I guess 'semi-realistic' graphics would be best if it's not too much for spriters whom are interested in helping out.

I'm just not sure many people whom are probably more used to 8-bit would be willing to make sprites that are semi-realistic, or even models. That's my main concern, how many people actually care enough to help out.

January 15, 2014, 07:29:54 PM
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Offline Korby

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Re: Project Battlezone (codename for a WIP Doom-based game)
« Reply #5 on: January 15, 2014, 07:29:54 PM »
If I recall, only people using OpenGL can see models, so having that person as a core member of the team seems rather silly.

Also, I don't think anyone here specializes in modeling, but I may be wrong.

January 15, 2014, 07:34:17 PM
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Offline Ivory

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Re: Project Battlezone (codename for a WIP Doom-based game)
« Reply #6 on: January 15, 2014, 07:34:17 PM »
Also, you need better proof. Anyone could make some ammo and a missile decorate. Need something more convincing, like actual screenshots.

January 15, 2014, 08:35:27 PM
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Offline OtakuAlex

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Re: Project Battlezone (codename for a WIP Doom-based game)
« Reply #7 on: January 15, 2014, 08:35:27 PM »
I would post actual screenshots, but sadly the most I could do at this point is make the weapons use pre-existing sprites in Doom, Hexen, MM8BDM, Heretic, Strife, or other games using the engine. I have little to none artistic skill, which is part of the reason I posted this thread. I'll probably try working on the scripts some more, but I can't exactly show off anything until there's a way to make it graphically different than similarly functioning weapons that you would see on games and mods for the engine. In other words; I could show you, but it would most likely look no different than the standard weapons.  

Also, for the model part, the reason models are to be in the core games (actually will probably be in a separate wad though since last time I DL'd a file with models, it took a long-ass time) is because the goal is to push the engine and source port as much as possible. It won't just be a mess though, everything will have to blend together nicely or it would be an ugly cluster of varying gameplay. I will probably attempt many different ways to improve the graphics while making the gameplay as deep and interesting as I can.

I would say more, but I probably said enough about that. Plus, I wouldn't want to just spout out something I haven't done yet before I actually decide to do it for this.

Actually, in terms of proof in a form other than straight up decorate scripts, I suppose I could try digging around for place holder sprites to use. Though I only have a few scripts done and even those aren't completely ready for use and will probably be very bland to use in their current state.

January 16, 2014, 01:15:25 AM
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Offline Korby

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Re: Project Battlezone (codename for a WIP Doom-based game)
« Reply #8 on: January 16, 2014, 01:15:25 AM »
You don't need an artist for screenshots, you can block out basic things using placeholders, usually from existing games.
I recall a certain catchphrase from Ijon Tichy, a member of the zandronum forums.

Things I make tend to use the Megabuster HUD for 90% of the development process, same with projectile sprites.
I cannot tell you how many times I've had "A_SpawnItemEX("MetalBlade")" in my code.