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Games W.I.P Thread

  • Sjonsson
  • August 29, 2014 at 12:08 PM
  • 2d-chris
    • March 11, 2015 at 12:51 AM
    • #121

    you could spend the next 20 years working on this without ever worrying about if it's going to be too oldschool, timeless presentation! I want to play this so bad ;P

  • Sjonsson
    • March 12, 2015 at 10:49 PM
    • #122

    We just got coverage by one of Swedens bigger digital media journalist websites! Holy moly!

    http://feber.se/spel/art/322707/trailer_fr_spellsworn/

  • Castle
    • March 14, 2015 at 2:41 AM
    • #123

    An Arena First person Shooter, Created by me in a little more than 1 month in Unreal 4.

    I starting practicing blueprints with the mindset of creating mods for UT4 and started to realize how powerful they really are and decided to take the first person example game and turn it into my very own project.

    Public Trello showing all tasks.

    https://trello.com/b/ijQ8ETFH/project-stray

    Video Showing more info about what to expect in the build.

    https://youtu.be/ap5NV2WFtdk

    Download the game here:

    https://www.dropbox.com/s/fp2wraabz7a8…3_2015.rar?dl=0

    All feedback welcome!


    [Blocked Image: http://i.imgur.com/YlOpej3.jpg]

  • 2d-chris
    • March 14, 2015 at 4:36 AM
    • #124

    dude that's kickass!

  • Sjonsson
    • March 17, 2015 at 3:46 PM
    • #125

    You're too fast Castle, slow down and remove some of those features, they came in too fast!

    On a more serious note, this is super impressive! Looking forward to try it out once I get home.

  • Castle
    • March 17, 2015 at 8:39 PM
    • #126

    Lately I have been more focused on getting the menu and hud stuff in place. In order for me to really do the development method I want to follow the game needs to have a fairly polished feature complete minimum loop. Once the minimum loop is established I can then branch out to more game play features and additions will maintaining regular public builds. The method is inspired a lot by UT4 and Subnautica development.


    [Blocked Image: http://i.imgur.com/cQTEL2I.png]

  • Castle
    • March 18, 2015 at 5:53 PM
    • #127

    Some new Subnautica shots.


    [Blocked Image: http://i.imgur.com/hA7IZf9.jpg][Blocked Image: http://i.imgur.com/Ds3xIpq.jpg]

    [Blocked Image: http://i.imgur.com/kvjak6z.jpg]

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

  • TheOnlyDoubleF
    • March 18, 2015 at 6:00 PM
    • #128
    Quote from Castle

    [Blocked Image: http://i.imgur.com/YlOpej3.jpg]


    This effect O_O


    This weapon

  • Vilham
    • March 23, 2015 at 11:27 AM
    • #129

    DUDE GIEB NOW!

  • Armageddon
    • March 24, 2015 at 12:46 AM
    • #130

    I need it. I NEED IT!

  • esspho
    • March 24, 2015 at 1:00 AM
    • #131

    This looks dope

  • Castle
    • March 24, 2015 at 4:57 AM
    • #132
    Quote from Pericolos0

    wrote my own cubemap based fog system, no more flat color unity fog


    [Blocked Image: https://dl.dropboxusercontent.com/u/8058021/fps/wip59.jpg]

    [Blocked Image: https://dl.dropboxusercontent.com/u/8058021/fps/wip60.jpg]


    I really love how this looks! Can I have more info about the game itself?

  • Seldoon182
    • March 24, 2015 at 3:25 PM
    • #133

    Would you Peris explain us the element from the HUD? What those colored number refer to? Purple? Green ? Red and Blue? So we can make some feedback with concept!


    [Blocked Image: http://i.imgur.com/J6ACRL0.jpg]


    Also hows about to reintroduce the doom face in the HUD?


    [Blocked Image: http://www.d4gameplay.com/wp-content/uploads/2014/07/doom_4_hud_faces.jpg]

  • Sjonsson
    • March 24, 2015 at 4:33 PM
    • #134
    Quote from Pericolos0

    Hah thanks Seldoon . I actually like that black bar for the interface, keeps it pretty clear like that. I'm still trying to figure out where I wanna go with it. The doom face is a cool idea but I think it's something uniquely for 90ies iD games that I don't want to rip off. It would kinda make this game obviously be trying to be a doom clone, which I don't think it is .


    Right now the interface elements will be:


    3 ammotypes:

    -blue: shell based ammo (pistol, shotgun, chaingun)

    -green: energy weapons (plasmagun, lasergun and teslagun)

    -red: explosives (grenade launcher, sticky nade launcher and rocket launcher)


    the purple number is money collected


    2 healthbars, on for health and one for shield


    my current thinking is putting money and items to the left of the screen, ammo to the right (in front of the gun, and only displaying for the guntype), and health and armor in the middle.

    I'm currently switching over to the new unity UI so it'll be easier to play around with different setups


    Castle: it's a unity based FPS I've been working on with procedurally generated levels, I've been slowly working on it for a few years, and am now finally pushing it into something more finalized . Core gameplay is pretty much run and gun with some puzzle elements and heavy physics manipulations (anything physics can be used as a weapon, even enemy gibs). The best way to describe the game i think is spelunky meets doom. It's hard, you will die a lot, and never play the same map twice

    Display More

    You gooooo! Give a shout when you need some playtesting done, I'd love to give it a shot!

    The Unity UI switch can take looots of time. I did that for a personal project of mine and it was a pretty big deal rehauling a big bunch of scripts and prefab structures.

  • Sjonsson
    • March 24, 2015 at 5:39 PM
    • #135

    Neither was I, it took me a couple of days to get it right and figure out the pipeline accordingly but I agree with you - it's so much better. I heard Unity actually brought in the guy who wrote NGUI (https://www.assetstore.unity3d.com/en/#!/content/2413) and let him do the foundation for it.

    And yes all of those functions - damn do I love 'em! Especially the Grid Layout Group component, tiling elements perfectly without you even lifting a finger.

  • Seldoon182
    • March 24, 2015 at 7:53 PM
    • #136

    Ah thanks! Now that makes sense!


    Quote from Pericolos0

    Hah thanks Seldoon . I actually like that black bar for the interface, keeps it pretty clear like that. I'm still trying to figure out where I wanna go with it. The doom face is a cool idea but I think it's something uniquely for 90ies iD games that I don't want to rip off. It would kinda make this game obviously be trying to be a doom clone, which I don't think it is .


    I understand you don't want to rip off the idea but that's for the antithesis. The thesis behind this kind of design is to give more information through some animation on the guy face like I'm picking up a new weapon. My health is low, very low, Dafuck I'm gona die quick, quick, let's cover! Adding such an element in the game isn't about rip off it's about giving quick glance information to the gamer. It could be a waste of time only if the element doesn't fit at all and that could be the case imo.


    Quote from Pericolos0

    Right now the interface elements will be:


    3 ammotypes:

    -blue: shell based ammo (pistol, shotgun, chaingun)

    -green: energy weapons (plasmagun, lasergun and teslagun)

    -red: explosives (grenade launcher, sticky nade launcher and rocket launcher)

    Display More


    I've seen you are balancing between displaying all type of ammo whatever the weapon or display only the ammotypes compared to the selected weapon. What's you opinion on this?


    Quote from Pericolos0

    the purple number is money collected


    Bitcoins? Seriously can you explain more about the implementation of this feature in the game?

  • FMPONE
    • March 24, 2015 at 10:37 PM
    • #137

    Bram is literally psychotically talented. can we make sure he's human

  • Castle
    • March 24, 2015 at 11:54 PM
    • #138

    SO I realize this is for WIP games but how about a game that was finished recently that I worked on then made some videos of me playing it! I played a big role in the design of this game. I pushed to get the project into development, reworked and designed its core elements and managed a team for 6-12 people to get it as far along as possible. By the time money problems at the company had been resolved I had already found work at another company. They managed to take what was there and finish the game from the condition it was before layoffs.

    So here is a video of me playing a game I designed for the first time LOL

    https://youtu.be/zzO20g9S5Co


    *For some reason I cant get this to link as a video.


    Here is a link to the steam store page for Burnstar. bit.ly/1Em5kUq

  • FrieChamp
    • March 25, 2015 at 8:35 AM
    • #139
    Quote from Castle

    SO I realize this is for WIP games but how about a game that was finished recently that I worked on then made some videos of me playing it! I played a big role in the design of this game. I pushed to get the project into development, reworked and designed its core elements and managed a team for 6-12 people to get it as far along as possible. By the time money problems at the company had been resolved I had already found work at another company. They managed to take what was there and finish the game from the condition it was before layoffs.

    So here is a video of me playing a game I designed for the first time LOL

    https://youtu.be/zzO20g9S5Co


    *For some reason I cant get this to link as a video.


    Here is a link to the steam store page for Burnstar. bit.ly/1Em5kUq

    Display More


    I think this might deserve its own thread in the Work Release section

  • Klems
    • March 26, 2015 at 5:47 PM
    • #140

    Figured I could post this here. I haven't worked on this for a while, kinda lost my motivation, and I learned everything I could.

    External Content www.youtube.com
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    There's a solo, coop and versus mode, 4 monsters, 2 characters, 9 spells, 2 maps. A level editor is available, soundscapes ala Source Engine with DSP, localization files, fuck I can't remember most features.

    I had trouble making maps, the maps I made were either not fun to play on, or not interesting enough.

    Not only that but I got my sounds from several games (= copyrighted) so I can't put it on greenlight either.

    There isn't much needed to finish it, make a few icons, maps, etc, but especially redo most sounds.


    It's fully playable, available here http://klemss.baticle.com/book/?page=pp My highscore is around 750000.

    Yes, I removed the numbers showing up on the screen since then.

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