14 June 2019, 12:53 | #41 | |
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16 September 2019, 16:13 | #42 |
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I found myself spending an hour or so playing AB3D yesterday and thoroughly enjoyed it. The technical aspects of the game still seem to surprise me - the water effect, the way that you drop slower through really deep water and sounds deaden underwater, the fire effects on some levels and the explosions from the barrels and the size of some of the levels are impressive let alone the fact that it is a true 3D world unlike in Doom. But I feel maybe it would have benefited from a more simple game engine and, at times, the level design is impeded by the game engine such as not being able to see what is shooting you at the top or bottom of a flight of stairs or a ledge.
IMHO the demo level layout was as near to perfect for the game engine as was possible (and I still prefer the feel of the demo) but it is still a good game. |
17 September 2019, 09:24 | #43 |
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Also with the Alien Breed 3D engine the enemies are 4 directions not 8 like Gloom. Good fast engine though, too bad there is no map/graphics editor for it. A Look Up/Down and mouse option would of been great.
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19 April 2024, 21:10 | #44 |
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Sorry for the thread resurrection but does anyone know if there is a secret in the demo triggered when you first walk inside the complex and if so what and where it is? There’s a sound effect that plays whenever you enter or leave through that main door.
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24 April 2024, 19:57 | #45 | |
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Maybe check Youtube playthroughs and see if someone found it. |
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24 April 2024, 21:15 | #46 |
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I loved the playable demo. I've taken inspiration from it in my reimagining of level M, with the dark exteriors punctuated by bright areas.
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24 April 2024, 21:37 | #47 |
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24 April 2024, 21:41 | #48 | |
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Ideally I'd want to 3D model it so that a light sourcable version can be built. |
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27 April 2024, 21:02 | #49 | |
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27 April 2024, 21:42 | #50 |
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To be honest, I was thinking more along the lines of voxels, creating a 3D voxel object from the sprites. This is what Cheello did with the Doom sprites to make his amazing Voxel Doom mod. It's a lot of effort and takes a good amount of skill too, but it works superbly for Doom because the sprites were actually digitised images of clay models taken from the 8 different directions. He only used the front and sides, however. Likewise, this should work OK for the 3D rendered sprites in TKG.
Obviously I'm not thinking of putting Voxel objects into the game, rather I'm thinking that I can use Voxel models of the original sprites to produce the missing diagonal views. In theory, I can then create the required light map and basic colour maps. I think having 8 different views of the light sourced sprites would really improve things. |
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