So the end of the Year is closing in fast so I though it is time to set some goals for these last two (or one and a half) months.
Last month I was basically planning what kind of enemies should be in the demo and came up the following list:
- Mechanic (normal soldier),
- Soldier in hev-suit
- Dog (non-cybernetic),
- SS
Soldier in hev-suit and the dog is already finished so this months goal is to get the mechanic and the SS done so in December I can focus on finishing the demo. Alongside the enemy graphics the rough scetches for the levels should be ready.
This is it for the late October update, more information at the end of this month / beginning of the next.
Showing posts with label Wolfenstein 3D. Show all posts
Showing posts with label Wolfenstein 3D. Show all posts
Monday, November 12, 2018
Tuesday, September 25, 2018
Spear of Brutality - late August update
Or should I say September update...
End of August I started studying my Masters degree in the field of Technology leadership so that has taken most of my time leaving only a small slot to focus on this.
Because of that I have made a decision that I will put Spear of Brutality on hold for now and fully focus on the Experience... This is due the fact that I see the Experience having more potential than SoB as the content is more original.
To ensure I am able to deliver, I have set my goals for October: to plan all the enemies and hopefully finish some because making the sprites for the enemies is the most time consuming part.
Hopefully next time I have some real news for you.
End of August I started studying my Masters degree in the field of Technology leadership so that has taken most of my time leaving only a small slot to focus on this.
Because of that I have made a decision that I will put Spear of Brutality on hold for now and fully focus on the Experience... This is due the fact that I see the Experience having more potential than SoB as the content is more original.
To ensure I am able to deliver, I have set my goals for October: to plan all the enemies and hopefully finish some because making the sprites for the enemies is the most time consuming part.
Hopefully next time I have some real news for you.
Thursday, August 16, 2018
Spear of Brutality - late July update
Sorry for the late update, also this is a short one...
Turns out that trying to organize the object ids was a mistake and it brought more problems than I anticipated... After trying the whole month to get things in order I decided it would be better to return to using original ids instead.
This month I will be reverting the ids back and also looking into enemies again.
Turns out that trying to organize the object ids was a mistake and it brought more problems than I anticipated... After trying the whole month to get things in order I decided it would be better to return to using original ids instead.
This month I will be reverting the ids back and also looking into enemies again.
Labels:
development,
Experience,
Spear of Brutality,
TC,
Trail of Schabbs,
update,
WLHack,
Wolfenstein 3D
Tuesday, July 3, 2018
Spear of Brutality - June update
This month I was decided to spend time on something that has been bothering me for some while: structure of VSWap.
Normally the sprites in the VSWap are in order objects, enemies, bosses, weapons and additional sprites... That additional sprites part has always bothered me because at least in my mods it is not in any order as I have just added stuff as I have needed; however now for ease of use and to make it simplier for people to use this mods as base I decided to order the whole thing so that it would follow the structure of original Wolfenstein...
Also while I was organizing the VSWap I also started looking into object ids. There are big gaps between the enemy ids and the objects so for the ease of use I decided to streamline that as well: all object ids will be in order without the gaps between.
After doing these changes I started modifying the map object lists and sprite info that ChaosEdit uses but ran into problems... For some reason the new made map objects weren't working at all and everytime I tried to select them ChaosEdit would crash so currently I am investigating the reason for that.
However as plan B I also started to look into WDC once more to see if I could get it working better with the modified object list.
So basically now goal for July is getting the mapping working again.
Normally the sprites in the VSWap are in order objects, enemies, bosses, weapons and additional sprites... That additional sprites part has always bothered me because at least in my mods it is not in any order as I have just added stuff as I have needed; however now for ease of use and to make it simplier for people to use this mods as base I decided to order the whole thing so that it would follow the structure of original Wolfenstein...
Also while I was organizing the VSWap I also started looking into object ids. There are big gaps between the enemy ids and the objects so for the ease of use I decided to streamline that as well: all object ids will be in order without the gaps between.
After doing these changes I started modifying the map object lists and sprite info that ChaosEdit uses but ran into problems... For some reason the new made map objects weren't working at all and everytime I tried to select them ChaosEdit would crash so currently I am investigating the reason for that.
However as plan B I also started to look into WDC once more to see if I could get it working better with the modified object list.
So basically now goal for July is getting the mapping working again.
Labels:
Experience,
Spear of Brutality,
TC,
Trail of Schabbs,
update,
WLHack,
Wolfenstein 3D
Sunday, June 3, 2018
Spear of Brutality - May update
Another unproductive month due to a little thing called GDPR... Those who do not know what GDPR is, basically we are talking about a change in European legistlation that gives the customers more power to regulate what kind of data corporations are allowed to gather and store. As my clients systems are quite old it has taken rather huge effort to make them GDPR complient as otherwise they would have needed to face sanctions based on their annual revenue.
Labels:
Experience,
Spear of Brutality,
TC,
Trail of Schabbs,
update,
WLHack,
Wolfenstein 3D
Thursday, May 3, 2018
Spear of Brutality - April update
Some unfortunate new... Due things getting hectic with work I was not able to meet the goals I set for the month: to finalize the first few levels for the Spear of Brutality.
If there is anything I can take from this experience is that I should start making schedules and allocating time (e.g. couple of hours per week) to work on the project to ensure that I get things done in time.
So what would be the goal for this month?
Well, to finally start working on the maps seriously and complete them one by one. If everything goes smoothly next time the sewer section (3 levels + boss) is ready.
If there is anything I can take from this experience is that I should start making schedules and allocating time (e.g. couple of hours per week) to work on the project to ensure that I get things done in time.
So what would be the goal for this month?
Well, to finally start working on the maps seriously and complete them one by one. If everything goes smoothly next time the sewer section (3 levels + boss) is ready.
Labels:
development,
Spear of Brutality,
TC,
WLHack,
Wolfenstein 3D
Wednesday, April 4, 2018
Spear of Brutality - March update (eyes on Experience)
Sorry for making this update bit late, due the Easter holidays I had other things to do... Anyway this blog post is bit special as I will be talking about the Experience some people are had been asking about.
So what is the Experience?
As mentioned in earlier blog posts it started as a short mod to test whether I was capable of doing something interesting anymore but soon it turned to a full blown TC that I have worked along side Spear of Brutality. Basically it is now a spiritual successor to Trail of Schabbs.
How much is ready / what still needs to be done?
Basically all wall textures are done and also the static sprites:
https://www.dropbox.com/home/BrutalSpear?preview=Experimence+sprites.mp4
However what needs to be done is to complete the enemies aside from the factory workers and HEV-suits, weapons and of course the maps.
Talking about the maps, the concepts for every level is done and the structure of the game has been decided starting from the boss fights till the ending.
Here is some mockups:
So what is the Experience?
As mentioned in earlier blog posts it started as a short mod to test whether I was capable of doing something interesting anymore but soon it turned to a full blown TC that I have worked along side Spear of Brutality. Basically it is now a spiritual successor to Trail of Schabbs.
How much is ready / what still needs to be done?
Basically all wall textures are done and also the static sprites:
https://www.dropbox.com/home/BrutalSpear?preview=Experimence+sprites.mp4
Talking about the maps, the concepts for every level is done and the structure of the game has been decided starting from the boss fights till the ending.
Here is some mockups:
Labels:
Experience,
Spear of Brutality,
TC,
Trail of Schabbs,
update,
WLHack,
Wolfenstein 3D
Wednesday, January 31, 2018
Spear of Brutality - January update
The first of the twelve updates, so let's see what has happened... Actually I am still bit uncertain in which format I should be writing these "progress reports" so let's just start with simple status:
For the past month I have been working on missing pick-ups and weapons sprites taking it as my goal to finish them by the end of the next month (examples of the new pick-ups in the end of the blog post)... After those are done I will be finally moving to finishing the enemy sprites.
In the next updates I will be going in more detail sharing also concept art but also trying to elaborate my thoughs behind certain choices whether they are about sprites / textures / maps or just features... Also it would be nice to hear what aspect of the development you would like to hear so I could write in more detail.
Labels:
development,
Spear of Brutality,
WLHack,
Wolfenstein 3D
Saturday, November 12, 2016
Next video
It has been while that I have been recording a playthrough, so I though I would start doing it again... I will be starting with Absence SDL, but feel free to suggest other SDL mods to play / review.
Tuesday, October 25, 2016
Green Arrow -review
Another superb superhero-mod from the Team Raycast that is well known from such much as Operation Eisenfaust: Origins and Legacy, Batman: No mans land and Batman Vs. Bane...
In the Green Arrow you step into the boots of Oliver Queen to fight your way through 15+2 levels to hunt down Deathstroke and to stop his evil plans... As you are only equipped with your fists and your bow you need to use your wits to survive.
Aesthetics wise this mod is beautiful despite still using the original Wolf3D-palette for textures and sprites (some of the backgrounds however use more colors)... Each different environment is really detailed and the lightning effects really create intense atmosphere. Also in some levels there are special effects that will blow your mind, but not to spoil anything I let you to discover them yourself.
Overall the visuals in this mod were great, however considering how much detail was put to the animations I wish there would have been one for the guards to blowing up.
Music fits the levels well giving a boost to the atmosphere, though there were couple of songs (or to be exact parts of those songs) that sounded little odd to me during the first time I played... However after listening them through again and again and again, I learned to like them.
Also the sound design was good and it was nice to see little things like water splashing sound when walking in water added to the game.
Only issue that I have is that sometimes when there was multiple sounds playing at once, the sounds drowned to a obscure beep (however this might have been beta-testing weirdness).
Aside from visuals, map design might be one of the best parts in the game...
Each level have their distinct look and feel and they offers something new to the mod... Despite the diversity, the levels still feel well connected and nothing felt out of place. However this might be also the downside...
In my opinion some of the best levels in the mod were in the middle so the latter part felt bit weaker in comparison. Though I have to say that the last four levels had the most innovative gimmicks I have seen so far implemented in any Wolfenstein mod (actually I would have liked those gimmicks to be used more)...
Another problem with the levels were that as they are quite huge, it is easy to get lost in them so that you end up searching the doors...
Anywayy mappers really have done a great work to create rather atmospheric and interesting levels that are fun to investigate... Though be warned, one of them has a sort of a time limit forcing you to act fast...
Final thoughts: Overall this is one great mod with great atmosphere and level design full of surprises around every corner... However I wish there had been some more levels so that there would have been more changes to utilize the new tricks implemented in the latter levels.
I'll give it the final score of 8.5/10
This is a solid mod that you should really play even though you wouldn't be into superheroes or the Green Arrow. I assure that you will have a mind blowing experience.
Labels:
Green Arrow,
Review,
TC,
Team Raycast,
Wolfenstein 3D
Wednesday, July 2, 2014
I am not dead!
For the past couple of months I have been working as Java-programmer so I haven't had that much time to actually work on this mod... Still I am slowly progressing so no worries. Next time I update this blog, I hopefully have something more concrete to show to you.
Labels:
TC,
Trail of Schabbs,
update,
WLHack,
Wolfenstein 3D
Sunday, September 1, 2013
The False Spear
After so many delays, it is finally here: The False Spear!
Hopefully you enjoy the game as much I enjoyed making it.
Next I am going to follow the trail of Schabbs.
Here is patch that fixes some issues with floor/ceiling and the hud.
NOTE: Your old save files won't work with it.
This patch removes intermissions from loaded game and fixes frozen guard in level 2...
This patch fixes some mapping errors.
Hopefully you enjoy the game as much I enjoyed making it.
Next I am going to follow the trail of Schabbs.
Here is patch that fixes some issues with floor/ceiling and the hud.
NOTE: Your old save files won't work with it.
This patch removes intermissions from loaded game and fixes frozen guard in level 2...
This patch fixes some mapping errors.
Labels:
False Spear,
Release,
TC,
WLHack,
Wolfenstein 3D
Thursday, June 3, 2010
Long time no update.
Okay, there has been some lack of activity in updating this blog. Currently I am busy with my job but I have been working on this in my freetime. Progress has gone smoothly and I have high hopes to release this mod within this year. Till the next time..
Labels:
TC,
Trail of Schabbs,
update,
WLHack,
Wolfenstein 3D
Monday, May 17, 2010
23rd & 24th week.
Well, school is now out so I have time to work for this more than ever. Though currently I have rather high fever so it will take few days to get better. Anyways, next update should contain something new about the project real process... Maybe some screenshots and stuff. Till then I hope you are all doing well.
Labels:
TC,
Trail of Schabbs,
update,
WLHack,
Wolfenstein 3D
Saturday, May 1, 2010
21st & 22nd week...
I have been busy with exams for these last two weeks - so I haven't had time to do much... Next week I have last exams, so after that I have more time to get back to this project.
Labels:
TC,
Trail of Schabbs,
update,
WLHack,
Wolfenstein 3D
Monday, April 12, 2010
19th & 20th week...
I forgot to update this blog last week, so here is small update covering last week aswell... I got the inlevel-messages to work correctly and I did make the "skeleton" for the inventory (haven't made the menus yet though), so now the two major features has been added. Also I managed to make two new maps.
Also last week I started to work on graphics for Kris' new mod called the "Schwartze Moralität" and yesterday WSJ released SDL conversion of his mod Totenkopf. Those who enjoyed the original version should really try this mod out (and even if you haven't played it you should try this anyway) as this is exactly what you could except from him: A hi-class mod with great atmosphere and good graphics combined to interesting story.
Also last week I started to work on graphics for Kris' new mod called the "Schwartze Moralität" and yesterday WSJ released SDL conversion of his mod Totenkopf. Those who enjoyed the original version should really try this mod out (and even if you haven't played it you should try this anyway) as this is exactly what you could except from him: A hi-class mod with great atmosphere and good graphics combined to interesting story.
Labels:
TC,
Trail of Schabbs,
update,
WLHack,
Wolfenstein 3D
Monday, March 29, 2010
17th & 18th week...
Okay, not much happened last week so there weren't any new updates. Basically I just designed some new maps and made concept art for the mod (maybe I post them here later)... This week my I have two goals. A) To get the inlevel messages to work (similar to Absence and the original ToS-demo) and B) to get the inventory to work
(it will be something similar to the menus in Wolfenstein)... Well, next week I tell you what I managed to make.
(it will be something similar to the menus in Wolfenstein)... Well, next week I tell you what I managed to make.
Labels:
TC,
Trail of Schabbs,
update,
WLHack,
Wolfenstein 3D
Wednesday, March 17, 2010
16th week...
Like I mentioned in my last post - last week I was on holiday. This week I have been writing down logical story from those parts I found from my computer / have posted to different sites... I try to post the story next week. Otherwise I have mostly concentrated on planning the maxivista-clone...
Labels:
TC,
Trail of Schabbs,
update,
WLHack,
Wolfenstein 3D
Sunday, March 7, 2010
Weeks 14-15...
Due certain reasons I had no time to update this blog last week so here is an update for both weeks... Last week not much were done as I was working on my C#-school project (hehe... For some strange reason my teacher though that coding a virtual multi-display similar to MaxiVista would be challenging enough for me). Anyway, there has been some new bugs found in ToS but hopefully I get them fixed this week and then I can release bug-fixed EXE for the demo. Currently I am in vacation so there will be more time to work on this mod. Hopefully next week I can release bug-fixed EXE for this game.
Labels:
TC,
Trail of Schabbs,
update,
WLHack,
Wolfenstein 3D
Wednesday, February 24, 2010
13th week...
Some new bug were reported and now they are dealt as well... Also I have finished the floor chart for the ToS and I must say that there will be lot to "explore" (is that right term to use in linear FPS?).
Labels:
TC,
Trail of Schabbs,
update,
WLHack,
Wolfenstein 3D
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