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  3. Level Design

Games W.I.P Thread

  • Sjonsson
  • August 29, 2014 at 12:08 PM
  • Mazy
    • December 4, 2014 at 9:04 AM
    • #61

    Daaayuum Hipshot, looks great!~~~

  • -HP-
    • December 5, 2014 at 10:48 PM
    • #62

    Love it

  • Hipshot
    • December 6, 2014 at 12:53 AM
    • #63

    Thanks guys, we have a name now too.

    I'll explain the strange name a bit later =)


    [Blocked Image: http://zfight.com/misc/images/ssbd/bogusdetour.png]


    I fixed the powerups also, to something we can actually use w/o getting a letter from iD, I will most likely easter egg in the Quad though.

    The powerups looks like this and will most likely stay like that, might change the colors so they are more easy to distinguish, but I'm not sure.

    [Blocked Image: http://zfight.com/misc/images/ssbd/powerups.png]

  • DrywallDreams
    • December 7, 2014 at 9:52 PM
    • #64

    [Blocked Image: http://i.imgur.com/4loGhdB.png]


    I've been working on a Quake source port using SDL for a little bit now. I just got a bit of keyboard input going, making it sort of playable now!

  • Hipshot
    • December 8, 2014 at 9:32 AM
    • #65
    Quote from Marcem

    I've been working on a Quake source port using SDL for a little bit now. I just got a bit of keyboard input going, making it sort of playable now!

    That is the best thing I've seen since I started Quake the first time.

    It looked exactly like that - and man do I love that old pixelated 3d look that games had.

  • Castle
    • December 10, 2014 at 3:14 AM
    • #66

    Hey, I have been super busy lately and haven't been posting much but here is some cave madness I have been working on for Subnautica


    [Blocked Image: http://i.imgur.com/MFj8rxN.jpg]

    [Blocked Image: http://i.imgur.com/jA4ewr6.jpg]

    [Blocked Image: http://i.imgur.com/NXQwdKd.jpg]

    [Blocked Image: http://i.imgur.com/XHMjr48.jpg]

    [Blocked Image: http://i.imgur.com/7hrCK8d.jpg]

    [Blocked Image: http://i.imgur.com/Fhapy6s.jpg]

    [Blocked Image: http://i.imgur.com/GO2xzZp.jpg]

  • Sjonsson
    • December 11, 2014 at 4:48 PM
    • #67
    Quote from Castle

    Hey, I have been super busy lately and haven't been posting much but here is some cave madness I have been working on for Subnautica

    Oooh, is it a diving sim or is there more stuff?

  • Castle
    • December 11, 2014 at 5:29 PM
    • #68
    Quote from Sjonsson

    Oooh, is it a diving sim or is there more stuff?


    Its mostly been trying to wrap my head around making level design entertaining for a YouTube channel. Every time I think I am making progress I start to realize haven't been thinking about it the right way.

  • Sjonsson
    • December 11, 2014 at 5:44 PM
    • #69
    Quote from Castle

    Its mostly been trying to wrap my head around making level design entertaining for a YouTube channel. Every time I think I am making progress I start to realize haven't been thinking about it the right way.

    Yeah I bet that's really hard since level designing is often a long process which is sometimes tedious even.

  • Castle
    • December 11, 2014 at 6:03 PM
    • #70
    Quote from Sjonsson

    Yeah I bet that's really hard since level designing is often a long process which is sometimes tedious even.


    Now put video editing and managing a YouTube channel on top of that and you have a recipe for exhaustion. I feel like I am slowly improving, but there would be no way I could do this if I wasn't already so experienced in level design. Learning two trades at the same time would be killer...

  • Sjonsson
    • December 11, 2014 at 6:39 PM
    • #71
    Quote from Castle

    Now put video editing and managing a YouTube channel on top of that and you have a recipe for exhaustion. I feel like I am slowly improving, but there would be no way I could do this if I wasn't already so experienced in level design. Learning two trades at the same time would be killer...

    I betcha, video editing takes ridicule amounts of times. Get's you thinking when you see a well cut movie that's 3 hours long. Can't believe you've put some 100 episodes into various projects, really impressive! Cudos!

  • TheOnlyDoubleF
    • December 11, 2014 at 6:50 PM
    • #72

    Ultraflow is nearly finished!

  • Sjonsson
    • December 11, 2014 at 7:07 PM
    • #73

    AWW' YISS! Where's the release party at? ;D

  • TheOnlyDoubleF
    • December 11, 2014 at 7:34 PM
    • #74
    Quote from Sjonsson

    AWW' YISS! Where's the release party at? ;D


    Everywhere on the internets in a few days ahah

  • TheOnlyDoubleF
    • December 12, 2014 at 9:53 AM
    • #75

    And here's our little trailer!


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  • DrywallDreams
    • December 15, 2014 at 12:55 AM
    • #76

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    spent some time on resolutions/fullscreen stuff in my Quake port, here it is working in fullscreen, properly recording with Shadowplay. Still need to add sound and to fix some wonky stuff in the mouse support (any mouse controls such as +mlook never turn off).

  • Sjonsson
    • December 15, 2014 at 6:22 PM
    • #77

    You know this project is so cool Marcem!

  • Sjonsson
    • December 15, 2014 at 11:05 PM
    • #78

    We made a pre-alpha promo trailer for Spellsworn!


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    Because we're gonna be introduced to an acqusition manager at Paradox Interactive!

  • FrieChamp
    • December 16, 2014 at 10:33 AM
    • #79
    Quote from Sjonsson

    We made a pre-alpha promo trailer for Spellsworn!


    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.
    Because we're gonna be introduced to an acqusition manager at Paradox Interactive!


    Looks good but also very slow? Did you slow down the video or is this the normal speed of the gameplay? Keeping my fingers crossed for you guys!

  • Sjonsson
    • December 16, 2014 at 11:06 AM
    • #80
    Quote from FrieChamp

    Looks good but also very slow? Did you slow down the video or is this the normal speed of the gameplay? Keeping my fingers crossed for you guys!

    Thanks! It's good you mention the speed, I keep telling the team it's too slow but they disagree. Dunno how to get around it cause I really think we need to up the movespeed, the problem with that though is that this means projectile speeds have to go up too, else they will be to easy to dodge, which leads to a point where some spells are very hard to dodge.

    Yeah, we are fingers crossed too! On our toes!

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