Lyric Suite
Converting to Islam
- Joined
- Mar 23, 2006
- Messages
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You can see the fugly Bombshell face next to the health counter.
You can see the fugly Bombshell face next to the health counter.
I just want good level design, good enemy design and fun weapons.
Is that too much to ask.
Descent engine did this too, back then, though I don't think the official campaign took advantage of it. But I remember one of the levels that shipped with the CD version, had a large room with a big cube in the centre. Each side of the cube had a door, and each of the 6 doors lead to a corridor and a part of the level that was obviously MUCH larger than what could fit in the cube. It was a really cool level. But yeah that's the only other game I can think of.I wonder if they ever make use of Build's ability to have overlapping sectors. Levels like Lunatic Fringe or Tier Drops really pushed that to the limit, and it was amazing to see. Be in one room decorated in one particular style, then leave it, turn around the corner, and go back in, and suddenly it's an entirely different room. I remember playing with that in Build myself; they could be a bitch to make if not well planned in advance. I can't remember any other games or engines that had similar abilities even all these years later
The bombs don't work as grenades or the tnt bundle. These are bowling bombs so usually you release them before finishing the hand swing.
As you can see those panels are floor and ceiling textures. No as easy to break but we will take a look into the possibility. Just be sure there will be lots of destruction though.
Yeah, it's a weird little TRON-like trail thing. The same sort of weapon in Bombshell has them, too. Not an artifact.
P.s. we didn't code sector/wall texture destruction based on radius damage yet. It will definitely be in the game.
Bungie's Marathon games did this (example, near the big red A on the map, described in "Secrets" paragraph), from what I get, it even was some kind of a meme ("5D space" - also see this) in those games. Also, I remember a 2.5D FPS game, that was wholly built around this overlap gimmick, although it was a very obscure and arguably not a really good one, it was called "Madspace" (steam link).Descent engine did this too, back then, though I don't think the official campaign took advantage of it. But I remember one of the levels that shipped with the CD version, had a large room with a big cube in the centre. Each side of the cube had a door, and each of the 6 doors lead to a corridor and a part of the level that was obviously MUCH larger than what could fit in the cube. It was a really cool level. But yeah that's the only other game I can think of.I wonder if they ever make use of Build's ability to have overlapping sectors. Levels like Lunatic Fringe or Tier Drops really pushed that to the limit, and it was amazing to see. Be in one room decorated in one particular style, then leave it, turn around the corner, and go back in, and suddenly it's an entirely different room. I remember playing with that in Build myself; they could be a bitch to make if not well planned in advance. I can't remember any other games or engines that had similar abilities even all these years later
I don't remember if it was lunatic fringe, but my favourite use of this in Duke3D was the circular rotating room, which actually went on for more than 360 degrees thanks to the overlapping sectors. Combined with the change to walking speed due to it rotating, it gave the room a disconcerting feel of not being the right size.
A few words from Frederik Schreiber about Bombshell:
Happy Birthday Bombshell!
2-Years ago we released our most ambitious game to date "Bombshell".
It was an extremely complex game, with more than 30 people from all around the world, actively working on the game for over 2 years.
The game was released on January 29, 2016, to some critical acclaim but was also plagued by day-1 issue and some harsh reviews as a result. We later fixed said issues and improved on almost every aspect of the game.
Bombshell was a diamond in the rough. And overambitious game, which was just barely released in time.
Bombshell didn't get the chance it deserved at launch.
Understandably so. But it's a game we're very proud of, a game which has improved a lot since release, and an IP we're not giving up on.
Except more news from Bombshell this year!
Happy Birthday Shelly Harrison!