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Messages - spacedust

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General Discussion / Re: Game Engine
« on: April 02, 2016, 03:21 »
I kinda expect this to be the most frequently asked question as we come nearer and into the Kickstarter, so I'll try to do a detailed write-up as we come near.

However, here's the short version:
  • Unity sucks in the performance department, if we'd use an existing engine it'd be Unreal or Stingray anyway.
  • most engines suck if you're doing dynamical worlds (randomly generated) -- 90% of their power is precalculating stuff, and if you do random environments, you cannot precalculate anything
  • I like cool dynamic lighting effects, which on a dynamically constructed environment are just too much for Unity to handle
  • while Jupiter Hell could probably get away with Unreal, each next game that I want to make will be more and more procedural, so the overhead will be bigger and bigger. At some point it will be too much to continue (you couldn't do a game like No Mans Sky or Elite Dangerous in any existing engine), and at that point we could either give up or spend 5 years doing an engine from scratch. Nova (the JH engine) is written with zero precalc rule. Everything is dynamic.

However, this is a much simplified list, there are many more small reasons, and the larger reasons would probably need more elaboration. Feel free to ask further questions, or wait for the big article :P.

Very interesting Kornel, looking forward to hearing more details soon.

Lol this thread is awesome!

Requests For Features / Re: New unique items
« on: April 13, 2012, 09:59 »
But do not touch Elephant Gun, wussies :P .


Requests For Features / Re: More description for the carnage
« on: April 11, 2012, 20:13 »
Fallout style descriptions?

"You hit Archvile in the eye for 36 damage! Archvile wishes he had never been born."

Requests For Features / Re: New unique items
« on: April 09, 2012, 00:14 »
Remembering the good old Doom, propose to make a unique melee weapon - brass knuckles divine power. The main characteristic - maximum damage inflicted during melee attack - however, it prohibits the use of the second slot for a weapon.

That's a nice idea... I always did like the fist punching animation in Doom, and watching imps fly back when you zerked and punched them.

6 / Re: [E|YAAM] Newbie's Delight
« on: April 06, 2012, 19:08 »
Eh? Blowing them ass-over-backwards with a shotgun at point blank range will leave a corpse, but using your fists you'll actually leave none? Boy, does Doomguy have issues.

With a shotgun they fly backwards and die, hence not dying on the door. When you hit them they die on the spot, ie on the door, and dead men leave no corpses on doors. One of Doom RL's delightful quirks that must be mastered for N!

Shark's tables ought to be stickied, or put up on the wiki. They are awesome!

8 / Re: [E|YAAM] Newbie's Delight
« on: April 05, 2012, 21:59 »
Great stuff! Always good to see someone finding their feet.

Requests For Features / Re: Make rocket launcher more visible
« on: April 05, 2012, 20:10 »
I believe it was something like that:
Spoiler (click to show/hide)

Lol that's a good one... Snorted my drink out of nose

Discussion / Re: Mancubus AI
« on: April 02, 2012, 19:13 »
OT: It really is in general discussion... Someone met a mancubus on way to work!

Chaosforge Forum » General » Discussion » Mancubus AI

The only real qualm I have with difficulty is Ao100 - the first 25 levels are moderately hard, then there's a difficulty spike from 25 to 40, as you've passed the normal game length, and harder enemies begin to appear, but you haven't got to that point yet where your firetime is 0.35 seconds and you can let loose nine shots from a 1d9 recharging plasma rifle, each shot dealing +5 damage with almost no chance of missing. I'm not sure how the team would go about it, but I think that rather than there being a difficulty spike in Ao100 it should be a slope, with the last ten levels being among the hardest challenge in the game.

On one hand, it's pretty awesome to feel like a untouchable god with no equal once you get all souped up for the final 50 levels. On the other hand, I tend to agree with this - the last few levels of Ao100 tend to feel like work that you have to complete in order to get the mortem. I don't know if there's any good solution to this, after all it's nice to have the payoff of 50 easy levels once you survive the *&# first 50 when you are clutching at straws to survive.

I very much second Matt_S's suggestion on taking intuition into account when waiting. I am pretty addicted to sniping enemies from behind pillars, and sometimes it just gets really tiring poking the . until the final * appears.

Lol, maybe it's a bad pun?

"Hey Doomguy, why don't you make like a tree and leave!"

Discussion / Re: Classes, builds & difficulty?
« on: March 30, 2012, 00:18 »
Yeah, hellrunner is great, but more for the movement speed, since it allows you to position yourself optimally for tactical defense. It's also mitigation for when you blindly stumble across a monster; there's less chance they'll get a first attack.

It's true, it's true. The cornerstone of Doom RL is cornershooting. I remember reading a guide long ago saying that the best way to learn tactical defense was to do Hell's Arena repeatedly until you could do it without taking any damage. Running to take cover behind corners is really important for doing that well.

Discussion / Re: Finally, I have all the badges.
« on: March 29, 2012, 20:29 »
Seems to me some sort of celebration is in order!

HA HA HA that is magnificent! You sir owe me a new keyboard!

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