• Devil Daggers -- Arena Shooting and Geometry Wars-style Survival Combine to Raise Literal Hell
    209 replies, posted
This game is fucking wild.
Got to 107 already. I need to learn how to get the first upgrade quicker.
The store page says there are 13 enemies, but I can only think of 10 off the top of my head. Flying skulls Horned skulls that run away Horned skulls that chase you Small spawner Big spawner Big spider skull Small spider skulls Centipede That thing that spawns at 400 Big flying horned skulls that come out of that thing What are the other 3? [editline]28th February 2016[/editline] Also, has anyone tried to extract the models and stuff from this game? I'd love to see the models by themselves.
Don't forget the less barebones but also longer centipede.
Me thinks I'll be getting this game. Looks intense.
[QUOTE=Mislum;49832017]Don't forget the less barebones but also longer centipede.[/QUOTE] Oh, didn't know there was a second version.
Heads up, under Steam Betas for Devil Daggers there's an "audio" beta, could very well be the implementation of OpenAL, but I'm going to have to give it another run before I can tell if it works or not
Just got DD... ...now my blood pressure is through the roof. New obsession.
[QUOTE=V3nom;49832304]Heads up, under Steam Betas for Devil Daggers there's an "audio" beta, could very well be the implementation of OpenAL, but I'm going to have to give it another run before I can tell if it works or not[/QUOTE] Game already uses OpenAL. There's a post about the audio beta on the steam forums from February 19th, looks like it's just to fix a problem for people who aren't getting any sound
[QUOTE=I_love_garrysmod;49832751]Game already uses OpenAL. There's a post about the audio beta on the steam forums from February 19th, looks like it's just to fix a problem for people who aren't getting any sound[/QUOTE] Ah, okay [img]http://i.imgur.com/NYgjIFB.png[/img] We gold now I swear to god I'm gonna catch up you motherfuckers
[QUOTE=Fox Powers;49812243]This game would be rad as a level-based game just like Quake[/QUOTE] This, pretty much. This gameplay, these enemies, in a Quake or Doom-like setting would be awesome. The arena thing doesn't do a lot for me.
A-frickin-men. Although like I said earlier, due to the nature of the enemies, the levels would need to be a lot more open than corridors or anything with a low ceiling, especially considering that you're a one hit-point wonder and the constraints of narrow indoorseyness would fuck with their pathing and whatnot. So basically, the level designers would need to take a leaf out of Serious Sam's book.
Hopefully the devs can use the money they've earned to make a second game with the engine. They nailed the art style. I can't think of any decent FPS games with intentional vertex jitter. It'd also be cool if they added in dynamic shadows like the Quake 1 darkplaces source port. I always thought it looked pretty nice [t]http://i.imgur.com/8Ndh1yF.jpg[/t]
I'm pretty sure this was made by one person. I know b0necrusher on the leaderboards is.
[QUOTE=Banned?;49833483]I'm pretty sure this was made by one person. I know b0necrusher on the leaderboards is.[/QUOTE] Sorath is a group of friends according to [url=http://www.destructoid.com/review-devil-daggers-343136.phtml]destructoid.[/url]
Ah. Was just going off DD's Twitter which is only following one guy.
[QUOTE=ironman17;49833331]A-frickin-men. Although like I said earlier, due to the nature of the enemies, the levels would need to be a lot more open than corridors or anything with a low ceiling, especially considering that you're a one hit-point wonder and the constraints of narrow indoorseyness would fuck with their pathing and whatnot. So basically, the level designers would need to take a leaf out of Serious Sam's book.[/QUOTE] The regular skeletons and spiderligns could be some of the regular enemies, while everything else is some sort of miniboss
This would piss me off lmao [img]http://i.imgur.com/1l7e6jv.jpg[/img]
weaksauce indeed.
The guy that made the game has some neat gifs related to the game on his tumblr. [url]http://devildaggers.com[/url] [img]http://45.media.tumblr.com/40edc357b61b8a927fe809b125c49eb0/tumblr_nyu1oaWapo1ugsx1xo1_500.gif[/img] [img]http://45.media.tumblr.com/67196d975d1c2af5f7b068d43c041055/tumblr_nyvij6yOWk1ugsx1xo1_500.gif[/img] [img]http://49.media.tumblr.com/4adc30bc0d646cfe90d5c0185a6f8021/tumblr_o03fpiyTso1ugsx1xo1_500.gif[/img] [img]http://45.media.tumblr.com/dfa275b9269e1a7768e55f9a92561cdf/tumblr_o2jlifpdi51ugsx1xo1_540.gif[/img]
Maybe this goes without saying, but those are some creepy-ass shit. Especially the middle one with the tentacles.
Can someone explain to me how vertex jitter works?
[QUOTE=Usernameztaken;49843119]Maybe this goes without saying, but those are some creepy-ass shit. Especially the middle one with the tentacles.[/QUOTE] Those are spider legs. Does that make it creepier?
[QUOTE=StrawberryClock;49844380]Can someone explain to me how vertex jitter works?[/QUOTE] One of the devs posted about it on [url=https://www.reddit.com/r/Unity3D/comments/3tg2yk/how_to_create_devil_daggers_art_style/]reddit[/url] [quote]The vertex jitter is similar but DD quantizes vertex positions in world space, Retro3D in view space, and psx_retroshader in projection space. The difference being that static objects in DD won't jitter, whereas if the effect is in view/projection space, everything will jitter when the camera moves. DD doesn't make uv co-ordinates affine, it just keeps them perspective correct. Also we use a -1 mip level offset to make things a bit noisier/sharper and make the mip mapping a bit less noticable.[/quote]
[QUOTE=I_love_garrysmod;49844761]One of the devs posted about it on [url=https://www.reddit.com/r/Unity3D/comments/3tg2yk/how_to_create_devil_daggers_art_style/]reddit[/url][/QUOTE] I want to understand what he's talking about, but it's way over my head. I love the art style and really want to learn how they did it.
[QUOTE=slayer20;49846663]I want to understand what he's talking about, but it's way over my head. I love the art style and really want to learn how they did it.[/QUOTE] In simplest forms, he took each vertex's location and rounded to the nearest whole number, or setting it to some approximate location (every half unit, double, etc.). Since a static mesh's (the ground) vertices don't move, they don't jitter. Texture mapping is more like a modern game where perspective is correctly accounted for instead of being applied across the screen. Small textures with less mipmapping and little (if any) filtering applied. TL;DR: just round the vertex position, use small textures, and use biased mipping to keep textures sharp and you'll be super close to what they did.
[QUOTE=OpethRockr55;49847112]In simplest forms, he took each vertex's location and rounded to the nearest whole number, or setting it to some approximate location (every half unit, double, etc.). Since a static mesh's (the ground) vertices don't move, they don't jitter. Texture mapping is more like a modern game where perspective is correctly accounted for instead of being applied across the screen. Small textures with less mipmapping and little (if any) filtering applied. TL;DR: just round the vertex position, use small textures, and use biased mipping to keep textures sharp and you'll be super close to what they did.[/QUOTE] This is why the PS1 does all that jittering - its processor could not do float vectors at all (or at least not after a certain set of digits after the decimal point, I'm pretty sure it was restricted to whole numbers). On the other hand, the N64 could.
[QUOTE=Skerion;49839973][img]http://45.media.tumblr.com/67196d975d1c2af5f7b068d43c041055/tumblr_nyvij6yOWk1ugsx1xo1_500.gif[/img][/QUOTE] I remember seeing this months ago, didn't occur to me it was from this game.
I wanna play it so bad, but I don't really feel like pirating it, specially at that price. I know it's cheap, but I'm not in a hurry. However... how long until the Summer sale? :v: EDIT: So I get a [I]dumb[/I] for not wanting to pirate the game, considering the [URL="http://finance.yahoo.com/currency-converter/#from=USD;to=ARS;amt=1"]US currency difference between USD and ARS[/URL]? Great...
You should probably be worrying about other things if you can't afford a $5 game.
Sorry, you need to Log In to post a reply to this thread.