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Author Topic: WolfRL  (Read 7589 times)

yaflhdztioxo

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WolfRL
« on: November 23, 2012, 06:34 »








« Last Edit: November 23, 2012, 06:40 by yaflhdztioxo »
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ParaSait

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Re: WolfRL
« Reply #1 on: November 23, 2012, 13:58 »

Me gusta.
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[18|7|3|0|0|0] [MED:13/43] [SPE:36/67] [ASM:11/40]

Check out my epic youtube channel!
Currently playing The Bard's Tale and System Shock 2 (coop with GrAV1t)!

Klear

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Re: WolfRL
« Reply #2 on: November 25, 2012, 10:41 »

Very nice. It needs BJ though, not doomguy =P
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yaflhdztioxo

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Re: WolfRL
« Reply #3 on: November 25, 2012, 10:53 »

Klear:  Feel free to draw him.  That is easily 90% of the work since I'm no Derek Yu :)

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Klear

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Re: WolfRL
« Reply #4 on: November 25, 2012, 14:40 »

There is an in-game sprite, used for ends of levels. There should be a way to export it from the game and use it as a basis...

I'll see what I can do.

Edit: Also, those challenges look cool as hell.
« Last Edit: November 25, 2012, 14:42 by Klear »
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yaflhdztioxo

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Re: WolfRL
« Reply #5 on: November 25, 2012, 15:47 »

Most of the challenges are the same, only renamed and with new flavor text (and occasionally mod appropriate tweaks).  Only Oracle, Explosions, and the three weapons-only challenges are noticeably different.
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Klear

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Re: WolfRL
« Reply #6 on: November 25, 2012, 16:04 »

OK, here's what I came up with. The head is unmodified from Wolfenstein 3d (not even scaled down), the body is recolored blue SS guy from your third screenshot - BJ is unarmed on the game sprite, and that would not do. Also, This way it fits (I hope) with what you have so far.

Edit: Forgot the shadow... give me a sec...

Edit 2: Done, plus an edited screenshot of how it should look in-game.

Edit 3: I think the gun needs to be edited a bit to make it different from the template. I'll leave it like this for now though. Maybe tomorrow evening.
« Last Edit: November 25, 2012, 16:25 by Klear »
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yaflhdztioxo

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Re: WolfRL
« Reply #7 on: November 26, 2012, 21:14 »

Today I present BJ and his magic technicolor murderbag.
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Klear

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Re: WolfRL
« Reply #8 on: November 27, 2012, 02:15 »

Wow... that is a lot of weapons and different ammo types...
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yaflhdztioxo

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Re: WolfRL
« Reply #9 on: December 05, 2012, 22:22 »

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Equality

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Re: WolfRL
« Reply #10 on: December 05, 2012, 23:44 »

where and when we can download a development/alpha version for testing? :)
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Once advanced DoomRL player
Find mysterious sword Dragonslayer
Say "Best thing ever found!" and start jumping around...
But he can't get the sword from the ground

yaflhdztioxo

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Re: WolfRL
« Reply #11 on: December 06, 2012, 06:00 »

The PLAN is to have the first WolfRL release at or soon after the DoomRL 0997 release.  Realistically, the CONSOLE version MAY be ready by this time but will probably not be well balanced (KK's had several years to get DoomRL's balance reasonable, I'm on a tighter deadline).  The graphics will probably not be ready by December; we'll play that by ear.

Currently TC support doesn't exist so only devs can run it (not that any do--DoomRL 0997 is keeping them quite busy).  An official beta period is unlikely since it is always coupled to the engine in SVN, but I'm not limited to any specific release schedule--Once 0997 hits and everyone's had their fill of that we can pump out releases until everyone's happy.
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yaflhdztioxo

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Re: WolfRL
« Reply #12 on: December 15, 2012, 19:14 »


I predicted WolfGuy wouldn't make it ten steps before the AoD eviscerated him.
I was wrong.  He made it 11.
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yaflhdztioxo

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Re: WolfRL
« Reply #13 on: January 11, 2013, 20:57 »

It's been quiet, so I present an update:




Full TCs have been pushed til next release which probably won't be out until after Spring.  A few nice features should come with the delay though so I can't complain too much.

Level ideas welcome as are pixel artists better than I.
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Trar

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Re: WolfRL
« Reply #14 on: March 22, 2013, 07:51 »

First off, I like the idea. Wolfenstein 3D was simpler than DOOM, but it too holds lots of potential for becoming more complex. I also like the variety of weapons available, although they could be re-named to be more historically accurate (the paratroop rifle is the FG42 and the thompson is the Thompson M1A1, for example). However, I think the heads of BJ and the SS soldiers look too big.

As for suggestions? I would recommend level styles/progression based on the original game: escaping from Castle Wolfenstein, looting treasure and killing Nazis as you go, obviously culminating with the fight with Hans Grosse. Maybe pushwall secret rooms are feasible? I would suggest a number of randomized levels for each level of the castle, like in DOOMRL. After you escape Wolfenstein the next episode can be modeled after the 2nd episode from Wolfenstein, and so on for the third and Spear of Destiny. Maybe levels based on Return to Castle Wolfenstein are too far-fetched at present, but I see no reason not to have enemies and weapons from that game and the 2009 game as well if they're not already in the mod in one form or another.

This is still great and you have my support for this.
« Last Edit: March 22, 2013, 12:34 by Trar »
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