Pound Meat
Prophet
Can we adjust the main character's bewb size? I demand customization!
Looking at MobyGames, Oni's credits list list ‘level modelling’ and ‘designers’, so that's probably the case here, which is entirely believable given how gameplay is, but otherwise that's an assumption that only applies to some games. Looking at 90s shooters, the expectation is that the level designers do all the modelling themselves, because why wouldn't they. Some games don't have those convenient level editors, but the modeller and the designer might still be the same. Because modelling is half or even most of the design, and if you can have one guy do it all himself, that's easier than two guys trying to do it.
Looking at MobyGames, Oni's credits list list ‘level modelling’ and ‘designers’, so that's probably the case here, which is entirely believable given how gameplay is, but otherwise that's an assumption that only applies to some games. Looking at 90s shooters, the expectation is that the level designers do all the modelling themselves, because why wouldn't they. Some games don't have those convenient level editors, but the modeller and the designer might still be the same. Because modelling is half or even most of the design, and if you can have one guy do it all himself, that's easier than two guys trying to do it.
You are confusing environment art and visuals with level design, these two are separate things even if they are done by the same guy.
You ignored me because I said you were wrong about some MIDI shit or something. Butthurt crybaby bitch.Imagine trying to argue or reason with Unreal, where the only thing that's unreal about him is how dense he is.
It's not just here. People have been flooding our steam forums with it as well and 4chan cannot go for 1 second without being dumb about this whole thing.
Anyway, this is the last thing I'll say on the matter. Anyone who thinks Selaco has an agenda can fuck off, because that could not be further from the truth.
The slide kick is still retarded though, btw, you go way too far way too fast with it.
"I get the slidings complaints! Allow me to explain why they are so awkward in it's current state because it goes quite deep. I wrote the slidings probably a bit over 3 years ago, using a scripting engine called 'ACS'. ACS is a powerful scripting tool that allows complex level manipulation and is not intended to be anything more than that. All the mayhem in the first level is mostly done with ACS where zscript is used for the special effects. With enough tinkering, it can also be used for gameplay systems but it is obviously not designed for that. It boils down to using as many shitty hacks as possible to make something work. It's one of the many reasons we primarily write for zscript these days and avoid using ACS like the plague. However, back then, zscript was still extremely alien to me as far as gameplay was concerned so I stuck with the language I felt comfortable with. I was not expecting Selaco to blow up nor did I expect many people to play it, so taking a lazy approach felt fair at the time.
The feature set of ACS makes it damn near impossible to make slidings feel more 'integrated'. They currently feel like a rather lazy addition because I'm out of solutions when it comes to ACS and now have to rely on additional zscript functions on top of it for improved error detection. The error detection works decently well for what it is, but the result of this is how the code turns more and more into spaghetti, it's a weird blend of ACS and Zscript trying to work together to make an important gameplay mechanic work. It's hard to maintain in its current state since I have to hop around endless piles of code and two completely different languages to remember or even understand what is happening.
Another huge blow is how far into development we are. Levels are already created and many of our systems are written with the current slidings in mind. It is not impossible to change, obviously, but if I were to rewrite the entire sliding system right now using nothing but zscript, chances are a ton of other stuff will break and all of these potrntial problems will have to be considered early on during the rewrite. I'll get the rewrite done before asap.
Well it's a gameplay mod for Doom rather than a game of its own but I still think you'll appreciate it.Gimme buff bara dragon FPS pls.
Yawn. Gaymeplay mods are sheeeit. Especially without cyberassraep. Besides you poasted the wrong versionWell it's a gameplay mod for Doom rather than a game of its own but I still think you'll appreciate it.Gimme buff bara dragon FPS pls.
https://forum.zdoom.org/viewtopic.php?t=37066
You cannot throw the cyberdemon on ground and have your dragon anally violate him though.
Mod programmer coap. This, and the fact that all indie games suck objectively, is the real reason i dunt caer abut ur gaem"I get the slidings complaints! Allow me to explain why they are so awkward in it's current state because it goes quite deep. I wrote the slidings probably a bit over 3 years ago, using a scripting engine called 'ACS'. ACS is a powerful scripting tool that allows complex level manipulation and is not intended to be anything more than that. All the mayhem in the first level is mostly done with ACS where zscript is used for the special effects. With enough tinkering, it can also be used for gameplay systems but it is obviously not designed for that. It boils down to using as many shitty hacks as possible to make something work. It's one of the many reasons we primarily write for zscript these days and avoid using ACS like the plague. However, back then, zscript was still extremely alien to me as far as gameplay was concerned so I stuck with the language I felt comfortable with. I was not expecting Selaco to blow up nor did I expect many people to play it, so taking a lazy approach felt fair at the time.
The feature set of ACS makes it damn near impossible to make slidings feel more 'integrated'. They currently feel like a rather lazy addition because I'm out of solutions when it comes to ACS and now have to rely on additional zscript functions on top of it for improved error detection. The error detection works decently well for what it is, but the result of this is how the code turns more and more into spaghetti, it's a weird blend of ACS and Zscript trying to work together to make an important gameplay mechanic work. It's hard to maintain in its current state since I have to hop around endless piles of code and two completely different languages to remember or even understand what is happening.
Another huge blow is how far into development we are. Levels are already created and many of our systems are written with the current slidings in mind. It is not impossible to change, obviously, but if I were to rewrite the entire sliding system right now using nothing but zscript, chances are a ton of other stuff will break and all of these potrntial problems will have to be considered early on during the rewrite. I'll get the rewrite done before asap.
Agreed. I would rather have more portable health pickups than actual health regen. Perhaps reduce enemy damage done to you, since enemy damage is inevitable unlike, say, Doom where if you play super carefully, you can get through Ultraviolent with barely a scratch.Demo was pretty neat although I'm not so sure how I feel about the regenerating life when your hp hits below 35. Playing on the hardest difficulty and that sorta brings down the intensity of the gunfights for me, feels a lil too much like an overly convenient safety net because AI isn't really all that aggressive when you're out of their line of sight.
Demo was pretty neat although I'm not so sure how I feel about the regenerating life when your hp hits below 35. Playing on the hardest difficulty and that sorta brings down the intensity of the gunfights for me, feels a lil too much like an overly convenient safety net because AI isn't really all that aggressive when you're out of their line of sight.
Yawn. Gaymeplay mods are sheeeit. Especially without cyberassraep
I actually really like that the AI doesn't follow the player aggressively, it gave me a sense that they're being cautious too and wise to the fact that the player is prolly hoping to lead them into an ambush. Now that you mentioned that it's going to adapt to the player's style, I'm even more interested to see how that pans out!Demo was pretty neat although I'm not so sure how I feel about the regenerating life when your hp hits below 35. Playing on the hardest difficulty and that sorta brings down the intensity of the gunfights for me, feels a lil too much like an overly convenient safety net because AI isn't really all that aggressive when you're out of their line of sight.
AI is still going to be changed a lot, including how they deal with a more slower / tactical players. I agree it needs some more refinement.
Health regeneration can currently only be disabled by playing Hardcore Mode. A "Custom gamemode" menu is considered where players can disable certain features but nothing I can confirm yet.
Glad you enjoyed the demo!
*scrolls down*Yawn. Gaymeplay mods are sheeeit. Especially without cyberassraep
https://www.doomworld.com/forum/topic/109554-dbp-16-cybs-freaky-colonoscopy/
Some furry said:I like the theme of this wad!
Guncaster already exists.Gimme buff bara dragon FPS pls.
Muthafukka we already said this, i want summ good ol total convey campaigns, not dis lel funney gaymepley mawd sheeitGuncaster already exists.Gimme buff bara dragon FPS pls.
Maybe playing with that lizzard in Quake Champions? You are a scalefag, you can't afford being picky.Muthafukka we already said this, i want summ good ol total convey campaigns, not dis lel funney gaymepley mawd sheeitGuncaster already exists.Gimme buff bara dragon FPS pls.
Muthafukka we already said this, i want summ good ol total convey campaigns, not dis lel funney gaymepley mawd sheeitGuncaster already exists.Gimme buff bara dragon FPS pls.