Curratum
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It's supposed to be based on Fear, not Doom, so i don't see why anybody would expect a Doom clone.
Because Fear doesn't work in that engine?
It's supposed to be based on Fear, not Doom, so i don't see why anybody would expect a Doom clone.
Because Fear doesn't work in that engine?
The boss is pretty easy, and also lame tbh. Just take cover, wait for him to stop shooting, then hit him with a meaty shotgun shot. Repeat. He signals his jump way in advance for you to slide away.
Because Fear doesn't work in that engine?
Just wait till he finds out about Total Chaos lol...It is supposed to be inspired by the game FEAR, not the engine FEAR used. While the engine can affect some things, at the end of the day games can change it since it is open source (and GZDoom is very customizable without modifying it) - i hope you don't expect to shoot demons in Sonic Robo Blast 2 because it also uses a modified Doom engine :-P.
I wonder, what made them think that using gzdoom engine would be a good idea?
Dusk used Quake-like aesthetic on purpose.
Prodeus does all the 2d-pixelated-sprites much better, than Selaco.
Amid Evil did clever thing, in reproducing how we boomers remember Hexen and Heretic - all pixelated, bustil amazingly beatiful.
Selaco, however, is weird. It does not copy any of the old games, and thus can't have the benefits of nostalgia. And without those rose-tinted goggles its just a pretty ugly shooter with Fear-like gameplay, while the original Fear itself looks much better.
This plus them already being familiar with the engine & tools. The people behind these commercial GZDoom projects generally have a lot prior experience in the Doom modding/mapping scene...GZDoom engine is pretty powerful from a scripting perspective. Might have been the ease of customising things.
The AI is pretty good. Enemies flank so you can't camp and cheese them. There is still room for improvement though as they sometimes get stuck while pathfinding around geometry and objects.How about that FEAR AI, is it 'inspired' enough to include that?
You run by default, so the walk button is actually the "Run" button in the controls.Also, I did not find a "walk" button. I understand it's a fast paced shooter, but I like to walk when exploring. Maybe I'm blind, but where do I change the blood color to proper red?
Also, Dawn is perfect waifu.
sign of a level designer that's more in love with pointless detail than with solid basics.
I had the weirdest feeling that I was replaying one of those oldass 90ies early 00ies weirdo western-animu games like Oni or SHOGO.
Oni is a Crapintosh game with consistently off-model animu art. Though that's at least still better Shogo's DeviantArt trash drawings.I had the weirdest feeling that I was replaying one of those oldass 90ies early 00ies weirdo western-animu games like Oni or SHOGO.
Oni has good visuals though, the only visual issue the game has is that the environments look too empty.
Oni is a Crapintosh game with consistently off-model animu art.
And on Playstation 2, but it's still a Macintosh game made within Macintosh limitations. Hence the simple lighting and sparse environments.Oni is a Crapintosh game with consistently off-model animu art.
The game was also released on Windows.
Also i disagree with the "off-model" art, the game has good looking art, especially the 2D art.
And on Playstation 2, but it's still a Macintosh game made within Macintosh limitations. Hence the simple lighting and sparse environments.
I think the main reason Oni levels feel empty is that for the gameplay to work you need a lot of space to run and do various combos (and throw people, etc), so they had to made the areas large for that, but they didn't try to add any additional detail that wouldn't affect the gameplay.
It's something one of the developers said, that their target platform at the time was the iMac G3, which mostly only came with an 8MB ATI Rage 128. And I don't think you can rely on the people who would upgrade to sell your game to the people who wouldn't. The PS2 being involved later on in development doesn't help, but I'm not sure how much of a factor that really was.And on Playstation 2, but it's still a Macintosh game made within Macintosh limitations. Hence the simple lighting and sparse environments.
At the time Oni was made Macintosh didn't have any limitation when it comes to graphics, they were basically PCs with a PowerPC CPU instead of an Intel one, at the turn of the century OpenGL was at its peak in terms of both performance and features and Macs used Nvidia-based GPUs which always had the best OpenGL implementation.
It wouldn't be until years later when they started focusing too much on "the thinnest ever" stuff and weird designs that performance would actually start becoming an issue, but that'd be a decade after Oni was made. Even the 2009 Mac Pro could get some very beefy GPUs (and in fact people who wanted high end graphics on a Mac preferred to buy refurbished/used 2009 Mac Pros with high end GeForces - Nvidia kept releasing drivers even after Apple decided to go with AMD).
Being on PlayStation 2 while being in development before the console was released was a more likely reason for the sparse environments than being on Mac (though i'm not sure if that was actually the case - i just think it is more likely than Mac being the issue).
It was always talked about as being based on pre-existing research, no one said anything about psychologists literally programming the animation themselves. But the claim of Oni being ‘designed by pro architects’ doesn't make any sense if that isn't literally the case. The reason for that is you need to run chkdsk on ur brianTBH i think that "designed by pro architects" was kind at the same level as how Valve's facial animation system was supposedly designed by psychologists - which does have some kernel of truth at a level (AFAIK it is based on some system from psychology which predates the game -and the vast majority of computer games- by decades) but at the end of the day IIRC the system was made by the same guy who did the skeletal animation system in HL1.
Oni has a good combat system, truth be told, but the level design is subpar and even the enemy design isn't that good. It tries tho, it's kind of a weirdo version of a fighting scroller (a genre that died a few years before Oni).
It's something one of the developers said, that their target platform at the time was the iMac G3, which mostly only came with an 8MB ATI Rage 128. And I don't think you can rely on the people who would upgrade to sell your game to the people who wouldn't.
It was always talked about as being based on pre-existing research, no one said anything about psychologists literally programming the animation themselves. But the claim of Oni being ‘designed by pro architects’ doesn't make any sense if that isn't literally the case.
I might actually agree. Blood 2 at least had some more visually or thematically interesting levels compared to Shogo's on foot parts and the latter's weirdo RNG critical hits (combined with p much all enemies being hitscan) made those parts even worse.SHOGO has decent robot sections, but the on foot sections are worse than Blood II by far, and that's a feat.