Destiny wrote:When I died, I couldn't do anything.
thedoctor45 wrote:Although it does lag quite a bit on my late 2008 MBP
goran wrote:It is now you have the time, the desire and the will. I confess don't know you very well though.
goran wrote:I'm sorry, but I am busy with my marathon work. If I were to go on a new journey it would most likely be 3d monster/scenery for infinity. I think that is an exciting expansion for aleph one (and the community). Should I ever go there, you'd be free to use any of my models in your game.
Destiny wrote:Alright, this time I was able to play it completely through.
I only found the AK, silver bowl, and one gold bar.
The green skeleton boss was pretty strange. I finally killed it with the AK I found. Is there a difference between the AK I found and the one I start with? Also why am I given all this weapons at the start?
Why is there a floating sideway headless that does nothing...?
In the end I killed myself with the green crystal (O.o). I had to quit via pushing the windows key then close the window PiD II was in. Luckly, I had it in a window this time instead of fullscreen.
Envy wrote:PiD II just denotes that it's the second demo release. Beyond that, there's a lot to do, I know. I've got a better handle of the animation software now, and with any luck, I'll have the headless and the skeleton in their game-accurate forms. Such software, coupled with a player model, will soon result in both hands and potentially a third person camera. Such a camera is really not suited for PiD, though, and would probably be omitted, as that would be simply awful. Multiplayer, I think, would be even more of an abomination. Texture quality, however, was not something I'd expect anyone to have problems with- most of them are of enormous resolution, the level mesh being the largest at 4096x. Specifically, was there anything wrong with the actual firing of the guns? The framework I'm using because I'm a poor scripter has linked the firing variable to if the muzzle flash has rendered the last frame, and all the animations are temporary until I can master the animation software, but was the actual firing poor, or rough? That I'd like to know about. Also, for the environment, I'm open for what to do with the light. I can't seem to lightmap and use a dynamic flashlight, so either it's going to be dark and shaded in a strange manner, or dim, with brighter, unnatural lights, and fog. I've always liked bioluminescence, but I feel it's not thematically suited to the dead pyramid.
I end, as I usually do, with a cry for help. Z3RO, if you've ever a shortage of stuff to do, I could always use some help organizing ideas or formulating puzzles. I understand that realistically, I'm on my own for scripting, animation, and modeling, but beyond these, practically anyone could be a significant factor in the progression of this project.
I know it's hard to see, in game, but there's actually some significant stuff under your feet.
Envy wrote:The grey wasp is one of my personal favorites, and nobody seems to want to go to the site. If I'm abusing bandwidth, I'll stop posting them.
irons wrote:-sigh- How often idiots get elected.
xenmedomaniac (Spambot) wrote:Hallo all, Just
Envy wrote:We lack a dedicated 2d artist. Taking this position, however, implies dedication. Out of your week, how many days could you set aside two or potentially more hours to conference on development, and then more time still to preform such things as we discuss and plan? It comes out to be an enormous undertaking, LET ME TELL YOU. (=
Teleporters have lights, its just that the lightmaps have ruined them. I can't have dynamic lighting and baked lighting at the same time ATM, so it's really up for grabs, what it will end up being. I believe I'm going to use the power system to light other areas, but in a dim manner, with runes and teleporters emitting their own. Perhaps puzzle-related runes, too, but that's somewhat limited.
I agree with you on the level design, and have already mapped out the second floor, with much more diversity than the first. Generally, the first and last levels (and all the special ones) cannot be much different: changing them would only detract, I believe. That's why we like them.
I've actually found it quite hilarious, the kinds of things people request here. Questions like "Can you put in doors that slide sideways?", "Can we have a bridge or balcony?". It's almost like a cultural shock, informing hard-core 'thonners of how much is actually possible. Water is simple to implement if it doesn't go above the waist, and even beyond that, is not horribly challenging. I was hoping to make almost excessive use of it in the few levels before the egyptian areas, but that's particularly far into the future.
The grey wasp is one of my personal favorites, and nobody seems to want to go to the site. If I'm abusing bandwidth, I'll stop posting them.
My plan is to work up the necessary expertise in building PiD, and then, with, perhaps, a small group of people, develop M1 and M2. I've a hard time of making level meshes, and we're also in need of someone who understands Raycast.Hit and arrays more fully than I. Along with pictures of almost everything I've done so far, here is a website you should create an account on if you possess these talents, and a bit of free time. I've not updated the pictures recently, but everything I've done recently is featured in the game. I have one photo which shows all the guns, and how my proficiency in creating them has developed since I started.
Without further ado, I present you with a new Ground Floor.
Pathways into Darkness v0.11, Mac and PC
WASD for movement, Space to jump, Shift to sprint, C to crouch, and click to fire your weapon. Tilde through 8 or 9 selects your weapon, starting at the Walther P-38 and ending with the bahro crystal you shouldn't use, it will kill you. It's a good idea to press two or three immediately upon starting, as two zombies are in the hallway. The yellow crystal will heal you a bit, but I had to make the enemies challenging because I couldn't put too many without massive slowdown. It's dark, and challenging. If you expected something else of a game based on Pathways,
I've omitted some cool features for the file size, and also because it is somewhat slow. It runs faster than Marathon in Shader Mode on my 2003 MacBookPro, but that isn't saying much. The pillars, in a fuller, slower build, would explode when shot at, and I'd have the headless as an enemy, but they were just too much. (the headless model is in the game, if you look hard enough) I downgraded from a real-physics bullet system to a vector system for performance, and as a result, you can shoot the spectre with bullets. I know of essentially all the problems with it, so assume I know the bug you're about to post about. In the future, the entropy of the project will prevent me from being so omniscient, and at such a time I would very much like everybody to report every anomalous thing they see.
We/I are/am in need of help: that I can't decide if other people have helped me enough to consider it "we" is evidence enough. This undertaking is more than any one person, of any caliber, could ever finish. With the help of a few people, however, there's a tangible end. As it is, the sheer volume of the levels for these games, shortened as much as the story can survive, is still entirely too much. We need help, and I hope this community can provide it.
Edit: learned to use upload properly.
Edit: I updated the link to the second demo.
I need to do the same to 86-0179 but it will have to wait some till I finish my current Pinto project.
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