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timeinvariant

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  1. Sorry about that, gorescript is really not intended for mobile devices. Personally, I feel they're not a proper platform for this kind of game (first-person shooter) -- mostly due to the control scheme.
  2. Thanks for the feedback, it's much appreciated. The level design style I tried to emulate is from John Romero's levels in the first episode of Doom. Those large twitching light panels in particular are a reference to that. As for the pistol, I probably spent way too much time playing Doom on Ultra-Violence difficulty, where it normally has very little use. A counter-argument to this is Brutal Doom's starting weapon: it replaces the pistol for an assault rifle (with aim down sights, of all things), which actually remains relevant throughout the entire game. Ultimately I went for the first option, but indeed I can see the benefits of the second. My take on the pistol was to make it deliberately weak in order to entice players to look for upgrades (the shotgun is very close to the starting location on each level, while the hyperblaster is usually more hidden). I feel this is a bit counter-balanced by the fact that it has infinite ammo, so that you're never in a position where you can't attack at all. It's much more similar to Quake II's starting weapon than Doom's.
  3. Thanks! Fully rebindable keys was a planned feature that didn't get into the current build. I'll try to add that in the next build.
  4. gorescript is a free and open-source modern day Doom clone. In other words, it's a retro first-person shooter with an abstract aesthetic, featuring old-school, non-linear, secret-filled 2.5D level design and voxel-based enemies, items and weapons. It's basically my do-it-yourself way of making a Doom WAD, one that involves building your own Doom-like engine first. Play link: http://timeinvariant.com/gorescript/play More info: http://timeinvariant.com/gorescript GitHub repo: http://github.com/timeinvariant/gorescript New since pre-alpha build: 2 new levelsRanged attack monsterAutomapPerformance improvements (still lags in Firefox, but should be quite playable in Chrome) Trailers: http://www.youtube.com/watch?v=K-TJn5Mo_8I http://www.youtube.com/watch?v=_LGkWrLExWY Enjoy!
  5. Thank you. I find that SSAO and bloom are the biggest culprits, performance-wise. I have this half-size rendering feature, it renders at a smaller resolution than the current window size and then stretches the canvas by CSS to fit the whole screen. It makes the image more blurry, but helps with performance quite a bit.
  6. After 1 week, I can finally take your advice. Original post updated with playable version.
  7. Props for choosing first-person shooters as a project! As a fellow indie dev working on an FPS of my own, I find it quite rare to meet people from the indie scene interested in this genre (development-wise). Don't worry on the "messy code" part, it's all an iterative process, i.e. implement -> refactor -> implement -> and so on. As long as you take a look at the overall architecture from time to time you should be heading in the right direction. I see you're doing OK with collisions, that's a subject I know haunted me for a long amount of time before ironing out all the bugs. From taking a look at the network tab in Chrome dev tools, I notice you're loading all the individual assets separately. I would suggest (perhaps at a later point in development) to package them all in a zip file (via build scripts), download that and unpack it on the client-side to avoid the round-trips for each particular file. I can't tell you for sure if it reduces load time by a big margin, it's just the method I'm using. One thing I see currently on the test site the explosions show up nicely in Firefox (29) but don't appear at all in Chrome (35, both on PC). It might be something you're already working on, just a small heads up. Anyway, keep up the good work!
  8. It will be, hopefully in a few weeks. I want to polish it a bit more before releasing a public alpha.
  9. Update: pre-alpha version now playable at: http://timeinvariant.com/gorescript/play A few things to note: Works best on Chrome 34+; Firefox is supported but currently has performance issues; IE/Safari not supported due to missing pointer lock APIThis is not intended for mobile devicesA minimum resolution of 1024x768 is required to playHave fun! Hi, I'd like to show you the new three.js-powered FPS I'm working on. It's heavily influenced by '90s shooters (read: Doom clone), and features an abstract art style, blending 2.5D levels with Minecraft-like voxel models for enemies, weapons and power-ups. It's not released yet (currently going by Blizzard's soon model), however you can find more screenshots at http://imgur.com/gallery/GEfNn. Official site: http://timeinvariant.com/gorescript Any feedback is greatly appreciated. Enjoy!
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