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    Shadow Genesis

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    Mega Luigi
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    Shadow Genesis

    Post by Mega Luigi on Mon Oct 14, 2013 3:30 pm

    First topic message reminder :

    Hi all.

    This topic is about a new mod that is being created by me and my brother, Mario Maniac. Yeah, he is still alive, in case you are in doubt.

    First of all, I feel like I should say that this game, like its predecessors, is based in nazis and demons. I understand some of you may not like the idea, but we do. Also, by predecessors, I mean its prequels, all of them. This one is centered in the same story and it involves elements of previous gameses.

    If you ever played an addon made by us or heard someone criticizing our style, you probably know how things are going to be developed. We enjoy a challenge, and we also enjoy the fact that this won't be a game that you will be able to finish in a couple hours.

    Anyway, we've been working on it for a long time now, although we didn't work that much due to other stuff and whatever. Sprites, sounds, coding and all that stuff, except for maps and music, are already done. Like I said before, there are many level specific codings that are obviously yet to be done.

    We didn't decide yet how many levels the game will have yet. We are just going on with the story, until it is the right time to end. I also think it is worth mentioning the maps are all 128x128. We always thought it was bad to have so many small claustrophobic rooms, but that was the only way to make big nice levels.

    Obviously, I'm not spoiling much yet, but I can guarantee the game has a bunch of never seen before features.

    After that wall of text, here are a bunch of screens, to show something that has been made already. I'll post more screens from time to time in here.

    Official Beta Screenshots (latest released version as of now):































































































    Shadow Genesis Part 1 Beta Download: (The forum inserts this adfly thing on the link. I can't do anything about that, so don't complain.)
    As bugs are found and fixed, I'll upload new patches here. You should download them as soon as possible. I'll also write what the bug is about.

    Important things before you download this:


    • You can press 'L' to see the ratios so far in the game.
    • The game is incomplete. What you will download is a demo version, which corresponds to the first part of a two part game. This part contains 39 levels. Whenever the full version is released, you WILL lose your savegame.
    • It's probably best not to play this on "I am Death Incarnate" unless you want some big suffering.
    • WolferCooker succeeded in completing the game, but that doesn't mean there are no bugs. In fact, I can almost guarantee there are.
    • If you get stuck somewhere and you feel like there is a bug that prevents you from completing it, it's better if you post it here so everyone can see it, and we can fix it if it's really a bug. If it's not a bug, I won't spoil anything and I won't give you the solution.

    • There are no secret levels for now, although some "mechanisms" that would enable you to get to them are already in the game. That means there can be keys/switches/things that have no objective the way the game is now.
    • Although this should be obvious, READ the ReadThis section.
    • Achievements and mementos aren't in the game yet, even though the ReadThis describe them. Don't mind that, for now.


    Full package (this has been updated and now links to the official beta version):
    http://205.196.120.6/file/nnzijaw3aaehu13/Shadow+Genesis+Pt.+1+-+Official+Beta.rar


    Patches (no need to download any of them anymore. All of the patches have been included in the official beta version. The list of patches has been kept here purely as a log).

    :


    Patch 001
    Spoiler:



    • Bug fix: you won't actually get the flamethrower even if you pick it up



    Patch 002
    Spoiler:



    • Bug fix: weapons not correctly assigned to the respective buttons
    • Bug fix: level 7 Book of Dead freezes the game

    • Bug fix: level 9 eletronically locked door won't open




    Patch 003
    Spoiler:



    • Bug fix: level 20 mixing puzzle's secret tiles disappearing after the first pushwall was moved





    Patch 004
    Spoiler:



    • Bug fix: missing floor codes on the mixing puzzle area on level 20 causing secret tiles to disappear upon loading the game





    Patch 005
    Spoiler:



    • Bug fix: holy crosses being carried to the next level
    • Bug fix: grayish objects after leaving the smoky room on level 10







    Patch 006
    Spoiler:



    • Bug fix: secret weapon fix




    This is the same map files from Patch 004. I've let it here since Patch 006 patches the executable, not the maps. If you downloaded the maps from Patch 004, there's no need to download it again.





    Patch 007
    Spoiler:



    • Bug fix: Snake's behavior has been altered (hopefully for better)






    Patch 008
    Spoiler:



    • Bug fix: Snake's behavior has been altered again
    • Bug fix: Level 25 message problem




    Patch 009
    Spoiler:



    • Bug fix: Removed unused event triggers from level 30




    Official Beta Version
    Spoiler:



    • This is the official beta version with all the previously released patches included. There's no need to download anything else besides the official beta.
    • As of this release, there will be no further updates and/or bug fixes in the beta version. If any problem comes up, it will only be fixed on the release of the final full version of the game.



    http://205.196.120.6/file/nnzijaw3aaehu13/Shadow+Genesis+Pt.+1+-+Official+Beta.rar









    Full Game (upcoming, not to be released anytime soon):







    (contains features not currently available on the official beta)







    That's it for now. Cya.


    Last edited by Mega Luigi on Sun Dec 25, 2016 2:52 pm; edited 34 times in total
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    Re: Shadow Genesis

    Post by brickgolem on Sun Aug 20, 2017 6:30 am

    Hi guys.

    It's nice to see that the work of Shadow Genesis is still on progress. And for those who wonder why I'm gone too long, don't worry, I'm back in business (holiday and family visits is the reason for the hiatus), so I'll hope the sprites will be finished on October, I guess.

    I'll explain how I got involved during the ideas for this gargantuan mod:
    - Those who followed the "Shadow Genesis" thread in this forum, know that I was one of the first who posted some helps and signs of bugs who was fixed on the latest patches. During my gameplay, I realized that I had some of my sprite resources which I did for experiments seven years ago, but due to circumstances and a lot of private things, I've put this sprite test on hiatus. Luckily, I found them and came with a lot of ideas which suits for this mod, but I was on the baby stage for making sprites. Fortunately, making sprites went quicker than I expected, which was the result I've tested through MediaFire on the sprite thread I've created. So I came with Mario and Luigi with some ideas, and they're really impressed.
    - On February, I've finished with sprites of weapons, ammos, healths, artifacts, treasuries, traps and decorations, some of them animated. Now I'm in the design of enemies. If it's no barrier through my progress, like I said, I will be finished in the middle of October.
    - One thing Mario forgot to mention, is that many of the enemies we've seen on the beta stage, is outdated. For example, Iron Knight looks like a silhouette; Doctors and Scientists has pants which looks more like silhouette that pants; Elite Mutants (Mutantuber) looks pale etc.. So I fixed many of them so it looks more fresher and updated. Also, some of the enemies will have more frame rate (idle, attack, pain, death) and others will have eight direction rather than one.

    It's also worth to mention that Milanor did also do a great job upon walkthrough of Shadow Genesis. He managed to beat the game on "Bring 'em on" difficulty, and spot some bugs and things to be fixed.

    Yes, the progress goes slowly, but don't worry, it still going.Smile
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    Re: Shadow Genesis

    Post by Mario Maniac on Sun Aug 20, 2017 11:18 am

    @wolfercooker
    I'll still take some time, yes. But things will get faster. We had some specific problems that delayed our progress a lot. But it was worth doing.
    It's also worth mentioning that this beta on its own is at least 2 of our previous games considering the amount of levels, and maybe like 4 considering the time it takes to complete it.
    We considered splitting it in chapters. It could have 4 chapter with about 15-20 levels each. But that would kill a huge interaction from level to level. Secret weapons you found wouldn't be carried long enough, making them lose their value. Things like that.

    @milanor
    The current levels have changed a little, but what you have to do to complete them remains the same.
    We still will play the whole game just to adjust health, ammo and whatever else it needs. Right now, the most important is to make sure there are no crashing bugs. You guys helped us a lot finding them. Thanks all. Smile Don't worry though, we won't make difficulty level restrictions. cyclops
    I really don't know much about those recording softwares, except that fraps will kill your memory before you notice it and hypercam is way too awful to be used. i'm glad you managed to find a way to handle that. And remember, you're free to record anything, if you wish.


    @brickgolem
    We really liked the enemies you have made, indeed. Smile The reason we added yours instead of replacing current ones was because of things like... a new enemy now has 8 direction. We would have to go through the whole game searching for every place we used that enemy and add a deaf floor, if he was a boss, for example. We surely will forget somewhere where this fix will be needed to prevent something of going terribly wrong and we might ruin the game. We constantly screw up something and we don't even notice. I can't say how many times rain and snow stopped working suddenly during our tests. Many of the bugs you guys found weren't there when we tested the levels, to begin with. Cool That's how things work, though. It's never easy.

    And of course we won't stop making this game, no matter how long it takes. We went way too far to stop now.
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    Re: Shadow Genesis

    Post by WolferCooker on Tue Aug 22, 2017 2:55 pm

    Brickgolem, thanks for introducing fresh ideas and sprites into the game. I've been out of ideas for a long time. I've been down to only music suggestions now.
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    Re: Shadow Genesis

    Post by brickgolem on Fri Aug 25, 2017 2:11 am

    Thanks for the compliments, WolferCooker.

    Speaking of music, could you ask Mario or Luigi if it's possible to change main level music/ambient from level 1-9 and level 22? I mean, that it has authentic music rather than DOS music?

    Here's some links for video game musics:
    https://downloads.khinsider.com
    https://www.vgmusic.com
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    Re: Shadow Genesis

    Post by Mega Luigi on Fri Aug 25, 2017 6:51 pm

    @brick: You can always ask us yourself, too! Smile Still, those musics were actually chosen to be there (I mean, it's not like we have just forgotten to change them). We wanted the early levels to maintain the original feeling of the game. Those are also the levels where there are less puzzles and less innovative environment - a more vanilla-ish way of mapping, if you ask me -, in the end, that's why we decided to do that. Later in the game, as things begin to get ugly, it is of the utmost importance to make choose all the appropriate stuff (musics, enemies, walls, you name it) to succeed creating the atmosphere we desire.

    Also, we are aware that some people enjoy much more the shooting and killing than trying to understand a (very) complex plot like this game's. Well, can't really blame anyone for now, as the first part of the game was never intended to give the player full awareness about what's happening. Quite the opposite, actually, as it should raise a lot of questions. Still, specifically for level 22, that's a level that's hugely well-constructed plotwise! And most certainly the music there is part of its charm. Cool

    It's also nice to remember the good old times!
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    Re: Shadow Genesis

    Post by WolferCooker on Sat Aug 26, 2017 1:26 pm

    Brick, the Maniac brothers and I agreed to the DOS music in the early levels a long time ago. No sense in changing them now.

    The maps are a lot smaller, a lot more simplistic, and so much easier to beat. IMO Luigi is right, they do give off a vanilla-ish atmosphere. A lot of mods usually pay tribute to the old school way so why not here in the beginning.

    That's how it usually was in earlier levels in their past mods as well so it's really nothing different.
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    Re: Shadow Genesis

    Post by brickgolem on Mon Aug 28, 2017 10:18 am

    I'm agree with you, guys; I'm actually remembered those music in original classics as well as The Lost Relic and Weltgericht.Smile
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    Re: Shadow Genesis

    Post by Mario Maniac on Tue Sep 12, 2017 4:16 pm

    By the way guys, I should have asked this long ago. Be honest!
    We have done way too many different things. Before we advance too much in the levels, please say... which part(s), considering environment, enemies, puzzles or whatever else you can think on... was remarkibly annoying? I know you all loved the mixing part, so let's ignore this one. pirate
    All levels we made for the second half so far have a lot of those unusual stuff. I would be awful if we repeated the same thing.

    And also, if you found some level or something of the level particularly appealing. That could be things like rain, the cutscenes, in what the level was centered, or anything else that grabbed your attention. Even the music.
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    Re: Shadow Genesis

    Post by WolferCooker on Tue Oct 16, 2018 11:52 am

    I'll bet you guys are wondering if this project is dead after over a year of no updates. I got two words for that: HELL NO. It's still alive and kicking.

    I have been informed from Mega Luigi a couple days ago that there will be a status update on this mod soon. I do not know when though so be patient on it.

    The most basic of basic updates I have briefed on is that they are halfway done creating the maps for the second part of the mod. There will be more puzzles. And thanks to brickgolem's enemy sprite pack he made last year, there will be even more variety of enemies. And if you saw last year's YT video update on it, the maps for the first part were redone using more than 2 planes. It really does feels a lot more Doom-ish with the actual walls being much taller than the player's head along with the ability to nearly create actual buildings with different ceiling heights on the inside.

    There is a lot more done/gonna be a lot more done than just this, however I do not know what else was changed. And even if I did, I will continue to respect Mario Maniac and Mega Luigi's wishes by not spoiling it.

    So look for an official update from them soon. Only they will reveal what they wish to reveal at this point. One thing is for sure, this mod is approaching Duke Nukem Forever in production time since its beginning which dates back to the end of 2009Laughing.Of course you have to respect how busy the Mario brothers are with life outside of this.

    Anyway this mod will not disappoint like DNF did. From what you have seen and played in the released demo version (which is very impressive in of itself), it will be nothing more than just a small fraction of what it will be once the final version is out.
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    Re: Shadow Genesis

    Post by brickgolem on Thu Oct 18, 2018 4:57 am

    Hello guys.

    I would like to say something in case anyone's wondering if I stopped the sprite process, which in fact I didn't. It's still going softly, although not to much since I had a lot of things which stalled my progress.

    Interesting though, is how fast the time is flying from us. It's almost nine years since the start progress on Shadow Genesis, five years ago since the first screenshots of the mod was revealed, and over two and a half year since the beta was released. Also it's also over two and a half years since I stepped into this project as a helping hand.

    Little, or better said, nothing do I know the further progress of Shadow Genesis besides the YouTube videos, so I'm looking forward for the update soon.

    I, on my other hand, are in progress on the next update with the enemy pack. It will contain a lot of surprises (issue fixes, more frame rates and new enemies) and is probably done with the second coming next year. This will be the final ideas I'll send to Shadow Genesis and they decide what's coming on the final version. I rely that Mario Maniac and Mega Luigi would do a great job creating this game and it would be a success.Smile
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    Re: Shadow Genesis

    Post by Mega Luigi on Sun Oct 21, 2018 10:35 pm

    Hello guys. This is the first post regarding the progress of our game in a quite long time!

    So, what WolferCooker said is all true. As much as we don't want to spoil much, we feel it's good to show after such a long idle time. I don't remember if I mentioned this before, but when we started the levels, we had all the enemies and walls added (and coded), and for that reason, we thought the level design process now would be much faster. For this second half, sometimes we add a new enemy, but nowhere near as many as we added before. However, the number of planes is something that slows us down quite a bit. Just to explain, a plane doesn't mean another level of higher walls. I'm talking "plane" with the meaning it has on Wolfenstein code. We have some planes for walls, some for ceiling and some for objects. Different planes for objects is what allows us to place two objects in the same space, for example. And mapping higher walls with different levels of ceiling is a new level of challenge, as all we see in the editor is a pile of symbols that could mean an object beneath a ceiling that's below a wall with another object above it. It's pretty easy to miss things that way.

    Examples of some things we have achieved with this:
    Spoiler:










    Well, but you guys may be thinking we are sort of making up excuses for our slow progress over time. So, about this specific room I have shown, lemme also show you guys how does that look on the map editor:

    Spoiler:


    This is the "clean" look of it. Here, the map editor shows only the regular Wolfenstein planes: walls and objects.




    This is what happens when we turn on the regular ceiling. By regular ceiling I mean the normal height ceiling you're used to see on mods. The blank squares are unknowns on WDC. We honestly didn't think it was worth to draw symbols for most of this stuff. While you may think this is making our lives harder, that is really not the problem. In this image, you can see only the first level ceiling, which acts as the floor of the second level as well as the ceiling of the first level.





    Now, just the second level ceiling turned on: it covers the whole room to make it a closed space.



    Now, just the level two walls:



    And finally, just the level two objects (the white squares):





    So, how the hell does these images help at all? Well, they kinda don't, but that's how we are making our levels. Just make this exercise yourself, try to join all these images and form a 3d image of that room. To place second level objects, you must be sure there is a first level ceiling beneath it, or else it will just float around. You also must take in consideration level two walls because it makes no sense to decorate a higher level room which you can't see. In this case, we also must be sure the room is a closed space with no holes in the second level ceiling.

    Did you visualize it? Hard, right? So, you kinda have to train your brain to be able to work with that. It's kinda like stacking layers of the level to compose the bigger picture, and it is not only a challenge, but it also takes an extra effort to achieve a good result. Anyway, continuing!

    Besides that, some examples of things we added:
    Spoiler:


    There will be lots of new traps. This one was sent to us by brickgolem. It's just a hole, until you get a little closer...




    When you are stabbed from below.



    Also, an example of an enemy, also sent by brickgolem. This guy shoots while walking, how could he be more cool? Cool





    You can notice the first levels of the beta version are more similar to the wolfenstein design than the later ones. Pretty much finding a key or another and getting to the end of the level alive. This second half won't start like that. Almost every level will have a small challenge or a puzzle or a unique thing you won't see in other level. And decisions... until like the half of this second half (sounds weird I know), decisions you made through the game, like calling or not calling Snake for example, will start having consequences. In the beta nothing happens because you simply didn't get there yet. Specifically about the holy staff, you'll have a second opportunity to take it. All I'll say is the harder it was for you to find it in the first half, the easier it will be to find it during the second half. You'll understand why later. Decisions Smile


    About the puzzles... we tried to not spoil information about them because it was a beta. After the game is released, we won't be so strict about that. It's not our goal to make people suffer, but we need people to try first and help us finding what's too harsh, what's too easy, what's too annoying (unlikely, the game is lovely Cool). If we spoil, we can't get to any conclusions.

    Alright, so to show something. First, we have been thinking about a major change. We are considering the possibility of allowing players to start in the second half if they wish. Why? Because the game is really long. It will go over 70 levels for sure, and not everyone is willing to play that much in a row. However, if you decide to do so.. remember the decisions? For the best or for the worst, it will always be considered as if you haven't chosen the optional thing to do. That means, you'll lose at the very least, the Orb of Fate secret levels, as well as secret weapons and you'll lose vital clues to understand the story as a whole. The story is not easy to follow, and requires some attention. Again, we're not sure we'll do this. But possibly, yes. Any opinions on this matter are welcome.

    Second, there are different types of ammunition now. Not for all weapons. Those ammos are rare. You'll probably will find them once or twice in the levels as a free sample (I'll explain this soon). So, if you die you lose them? No. We got rid of the life system. It's a useless feature. The game now includes an autosave feature. It always saves your game in the first slot. And you can't save on that one anymore. That slot has the last you level you started, at the very beginning of it. If you regret something you did, or if you die, that slot is loaded and you start again as if you just entered the level. No risk of losing anything of your progress, no risk of having to restart the whole game because of some mistake.

    About the ammos, some of you may have noticed the weirdo stuff on the status bar on the first screenshots. Since we got rid of the life system, we freed up some space on the status bar and used it for something more useful. That little symbol you see there is actually a new type of ammo for blitz. I won't spoil much about its properties or what does it do, but in some weapons, like blitz, you'll be able to choose other types of ammo.

    So what if I'm playing two parallel games? Won't it overwrite that restricted slot? No. Because now there's a profile feature as well. Each profile has its own save slots, so you don't need to copy the game's folder and play in another directory just to prevent that. And look, all the treasures you collected will be displayed. Why? Because they are your money now too. We made something we won't spoil much, but it allows you to more or less build your own reward. Yes, it's also for buying things like the rare ammos, but it goes far beyond that. It's somewhat a new concept of thing, quite hard to define even for us, like at the limit of understanding (this is a ref for the future, take notes, kids). The point is, every level will have an item. A specific new item. Everytime you collect 3 of those, you'll have the chance to buy things there. Why you need an item? First, because nothing good is free. Second, because this is a purely optional feature. You won't have to do this a single time to beat the game, if you don't want to. So, if you think that's too unfitting for wolfenstein... ignore it. No problem. After adding those things, we also think that deciding how well you played the game by kill, treasure and secret ratios is not enough. Expect a revamp on how your grade will be evaluated, with lot more data and statistics than the usual ratios.

    To show you guys a bit of the profile system: (don't pay attention to the fact the main menu still remains with the original looks. That may be literally the last thing we will do before releasing the game, but don't worry, it will be changed...someday)

    Spoiler:


    Autosave feature: that slot can only be loaded, cannot be overwritten by the player. (@WolferCooker: yeah, these are your savegames, or at least their names, in case you are wondering XD)



    Profile selection: this is still not the final look of it, probably. We may add more data about the player's overall progress on the game, besides what's already shown there. Each level has its own picture, which we tried to choose the most peculiar thing about each level, or something that you would look and say "hey, it's THAT level!".



    Well, that's all folks, for now! We really appreciate that you guys understand that a game of this size does not get finished in a night. We wish it did.

    @brick: we really look forward to seeing your new stuff! Seeing all the things you released gave us a huge burst of creativity, which is always something positive. I also must agree about what you said concerning time, we are all getting old, it seems.

    @WolferCooker: at least for us, the game will not be a disappointment Smile

    If no one ever beats the game, we're fine with that. At this point, we're happy we manage to build this after so much time of work. We want to put all our ideas on this game because there's a good chance this will be our last one. If not, the next one certainly will be, and much, MUCH shorter than this one is. Don't take this on a depressive note, but we gotta be realistic, we can't even say we will be still alive to finish another mod of this size! Either way, we can assure you guys this one will be completed, 100% guaranteed.
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    Re: Shadow Genesis

    Post by WolferCooker on Mon Oct 22, 2018 4:39 pm

    Shocked Shocked Shocked Shocked Shocked HOLY FCK! Shocked Shocked Shocked Shocked Shocked


    Mario and Mega, you guys just might have saved the entirety of Wolf3d modding from total extinction. A door that all of us thought never existed has appeared and will open up to many more different ideas and possibilities!

    Once the full version is released, let the water run free! A new age in Wolf3d modding is upon us!
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    Re: Shadow Genesis

    Post by Mario Maniac on Tue Oct 23, 2018 8:34 am

    Thanks for the words but I guess saving it is a little too much. Laughing
    True that we don't get as many mods a year like we did back in the 90s, but I guess most things we get now are way more innovative and of better quality, so it's only natural they will take longer to be made.
    And we've been working non-stop on this modding since we started it. However, we don't have as much free time as we had before. Back in 2010 we used to work on it sometimes 4 hours a day each of us. Now, particularly, I've been working on it like 6-8 hours a week. Sometimes less.
    It's not unusual taking 3 weeks to get walls and objects placed. Than another week to place enemies, bonus objects and floor/ceiling, and yet another week or two to add that unique things we mentioned, like the puzzles. Easily two months gone for a level. That makes 10 levels a year.
    Sounds ridiculous when we used to make a level for Lost Relic in one afternoon. Neutral
    There are some good points, though. A thing I learned is that when you start developing rooms randomly to see what you can come up with... it ends like garbage most of the times. I might think a little too much, but I try to give every single room a meaning of why it must exists. It's also common keep 2 hours staring at wdc with only 2 rooms made in that time. When that happens, it's time to stop. Try again tomorrow.
    It's also common see our game decaying. We make changes that affect other changes. Rain stopped working countless times, shade stopped affect the ceiling, particles go through walls, Snake bugs doors and make them unusable, projectiles spawning at random places in the level, lower level walls hiding higher level objects, text messages crashing the game for being too large, enemies simply not spawning anymore, timed artifacts becoming unlimited, game crashing when the level starts after you did a certain something on a previous level... all those are weekly problems we face very very often.
    And the specific things also bug. In my case for example, the key card wall you find once couldn't be interacted with anymore, Citadel gates stopped working What a Face and killing the Hierophant wouldn't open the final gate. All those things happen at random and we can't predict them. That's a good reason of why some levels were bugged in the beta even after we tested and played them. Yes, in theory, we should test every level again after any major change, such as the higher walls. But we don't have time for that. So what I do often is choose a certain specific part of some levels and play there to see if it's still working, and I managed to find several bugs by doing so. We still will play the whole game obviously, after it's finished.
    The mentioned decisions are also a good reason for our delay. We gotta code and create all situations and test all situations. Sometimes we spend a whole day testing something it will take you a minute to do.
    We already concluded this was not a work supposed to be done with only 2 people. If we knew what was ahead, we wouldn't have started this game. But taking so long also gives us time to evolve and have more ideas, so the more delay, the farther we get from finishing this. Don't know if that's a good or bad thing.
    scared
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    WolferCooker
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    Re: Shadow Genesis

    Post by WolferCooker on Tue Oct 23, 2018 10:08 am

    Isn't brickgolem your only current bug tester right now seeing as he sent a screenshot to you guys? If you give me about 6 weeks from now, I can help again like I did with the first half as I will have a month between semesters by then. Granted that will be all the time I will have, but having a second tester (albeit temporary) can help you guys save a bit of time and move further along the project.
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    Mario Maniac
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    Re: Shadow Genesis

    Post by Mario Maniac on Thu Oct 25, 2018 8:17 am

    We don't have any testers. But what you did during first half for now is impossible. That because we both decided beforehand which map numbers each one would make.
    Yeah, we make the maps out of order. Not a big deal because we have all planned, but if you played the second half now, you'll have like 3 or 4 maps to test before crashing the game. And defeating the Hierophant would lead you to secret level which would afterwards send you back to the middle of the first half. Not only the maps are made out of order... after the first half, the next map not necessarily is the next map number. For example, after the Hierophant (level 39), the next level if I'm not mistaken is level 46. We still have to remap the number to show you the proper value in status bar, so don't be fooled by the screenshots. That number means nothing concerning the levels.
    I'm not saying we just made 3 or 4 levels after all this time either. They are quite scattered around the map numbers.
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    WolferCooker
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    Re: Shadow Genesis

    Post by WolferCooker on Thu Oct 25, 2018 8:44 am

    Oh my Shocked
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    Mario Maniac
    Can I Play, Daddy?
    Can I Play, Daddy?

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    Re: Shadow Genesis

    Post by Mario Maniac on Thu Oct 25, 2018 9:22 am

    It's not as bad as it sounds. That happened because we didn't have an exact number of levels to do before, so we couldn't just place secret levels at the end because we didn't know the end was. Now we know how many we have left but still unsure of how many they are, because of those gaps.

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    Re: Shadow Genesis

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