That blade dash seems really awesome and all the animations look really good. I'm guessing they're using some modified version of the engine that allows skeletal animation?
It uses Darkplaces engine, with it's own added stuff.
On another note: The game will come with pretty easy scripting for modding so using quakec won't be a headache and it will include Trenchbroom 2 support on launch.
https://files.facepunch.com/forum/upload/110525/1abe9857-f1ac-49ca-896f-ab5c6a868806/image.png
https://www.destructoid.com/3d-realms-is-harnessing-the-power-of-the-quake-engine-for-wrath-aeon-of-ruin-545434.phtml
More innovations can be found in the save system. 3D Realms
doesn’t want people to be able to save spam during the game, so it
implemented a system where you collect save points as if they’re items
and you choose where in the level you want to leave one.
HMMMMM
https://www.youtube.com/watch?v=HkltJm1lWMc
what's wrong with save spam really?
It's a nasty fun-ruiner habit but that's the user's loss. If they like it that way then so be it.
called it
I know they said using those existing TimeSplitters 2 models are just placeholders, but I actually wouldn't mind having them as is like that, they blind in nicely with the new engine.
That said really happy to see progress on it, recently finished 2 and Future Perfect on the Dolphin emulator with the mouse hack and it already works pretty well. Having a native PC version would be even better.
I've kicked the quicksave spam habit not too long ago and just redoing enemy encounters is way more fun than trying to worm yourself out of a situation where you're cornered with 10 HP, who knew.
But I'd rather they just put down hand placed check points than go the daikatana route. There's some salvageable stuff in daikatana but the save system isn't one of them
I mostly quicksave to save time on redoing encounters because having to redo things triggers me hard, even in real life situations. Quicksaves in general feel like a concession made to balance out old school health design. Probably the greatest arguments for regenerating health is that you don't have to put medkits everywhere and you don't have to worry about players not having enough health to survive an encounter without cheesing the hell out of it because believe me, that happens a lot to me.
Doesn't mean you have to give the player Wolverine powers that close all wounds instantly when they hug a box for 5 seconds.
Only game that has partial health regeneration that i can remember was the first killzone game.
My fav health system was in Deus Ex where you have like 15 medkits, you can max out your health regen aug and the power saver and just use the 20 electrical cells you carry and you effectively have like 1000-2000 hp from everything and its hilarious
DoomRL arsenal has finaly updated the mod,some stuff got overhauled like the hud and most interestingly a new pda interface,monster pack has also updated and now you no longer need to also mount the hud.wad with the mod.
After following the mod's progress in the discord channel im happy that it finaly updated.
https://files.facepunch.com/forum/upload/110569/c93d78b5-d8db-40e9-ad71-63111a4154c1/image.png
dont you dare talk shit on dusk my guy
its so good
https://files.facepunch.com/forum/upload/201023/5d6c1dea-2588-4f55-b647-251efbba1881/Untitled.png
scout now has double jump
see pic
what next? flamethrower altfire that reflects projectiles and pushes enemies back?
https://files.facepunch.com/forum/upload/208668/0b628192-6032-4fd8-bf09-46aa095322ce/DoomRL.jpg
Speedrun master at DoomRL right here.
Those images make it look exactly the same as the 2005 Doom movie lmao
“DOOM: ANNIHILATION follows a group of space marines as they respond to a distress call from a base on a Martian moon, only to discover it’s been overrun by demonic creatures who threaten to create Hell on Earth.“
That already sounds more accurate than the 2005 one.
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