Tomes of Mephistopheles: alpha#2 gameplay video
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Tomes of Mephistopheles: alpha#2 gameplay video
Handful of improvements: http://www.youtube.com/watch?v=4mS23S4LXJk
- motorsep
- Posts: 231
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- Location: Texas, USA
Re: Tomes of Mephistopheles: alpha#2 gameplay video
The skeletons seems to be smarter now, and the dungeons are getting really pretty.
The bricks and rock textures "shine" like the ones in Doom 3/RoE, which I do really like.
The "navigation layout" seems to be limited to square angles, like in a Wolfenstein 3D map. Having rooms connected at weird angles would be nice, but would probably complicate the programming a lot more.
The bricks and rock textures "shine" like the ones in Doom 3/RoE, which I do really like.
The "navigation layout" seems to be limited to square angles, like in a Wolfenstein 3D map. Having rooms connected at weird angles would be nice, but would probably complicate the programming a lot more.
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mankrip - Posts: 915
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Re: Tomes of Mephistopheles: alpha#2 gameplay video
It's possible to connect them diagonally, but that's about it. I mean, generally no game does connections beyond 90 and 45 degrees.
- motorsep
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Re: Tomes of Mephistopheles: alpha#2 gameplay video
Finally! ToM got some pimp on RPS! Congrats motorsep! 
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC
(LordHavoc)
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frag.machine - Posts: 2090
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Re: Tomes of Mephistopheles: alpha#2 gameplay video
thanks frag.machine!
- motorsep
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Re: Tomes of Mephistopheles: alpha#2 gameplay video
is the alpha demo free? i haven't been able to find a link. if no, maybe after a certain part you should make a free alpha demo.
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ceriux - Posts: 2223
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Re: Tomes of Mephistopheles: alpha#2 gameplay video
The alpha is not free, there is a link to support the development, and you can pay, $10 I believe, to get the alpha.
- Ace12GA
- Posts: 56
- Joined: Sat Jan 28, 2012 12:08 am
Re: Tomes of Mephistopheles: alpha#2 gameplay video
New video is up!
- motorsep
- Posts: 231
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- Location: Texas, USA
Re: Tomes of Mephistopheles: alpha#2 gameplay video
As someone pointed out in the video, if you compare the shadow of the player's sword to the skeletons' shadows the sword looks out of scale, as if the player was a giant.
The lighting certainly improved, and the post-processing effects are great. I only miss the player's forehead bleeding, because it was really cool.
The skeleton's animations still needs some tweaking, but I know how hard this kind of stuff can be.
The lighting certainly improved, and the post-processing effects are great. I only miss the player's forehead bleeding, because it was really cool.
The skeleton's animations still needs some tweaking, but I know how hard this kind of stuff can be.
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mankrip - Posts: 915
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Re: Tomes of Mephistopheles: alpha#2 gameplay video
Vweap model is always bigger than in-game models. So no surprise there. Probably need to disable it casting shadows.
How does skeleteon need animation improvemement?
How does skeleteon need animation improvemement?
- motorsep
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Re: Tomes of Mephistopheles: alpha#2 gameplay video
When they jump away it looks more like they're being pulled away, and their animations when they get hit looks a bit off to me. Maybe it's the timing.
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mankrip - Posts: 915
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Re: Tomes of Mephistopheles: alpha#2 gameplay video
The are being pulled by the code 
If DP had more advances animation system, I wouldn't have to animate in place and the cluelessly move the model in code. Doom 3 and ETQW models are animated in the conventional fashion and I suppose in code they probably calculate movement speed based on the distance walked from the origin and timing.
If DP had more advances animation system, I wouldn't have to animate in place and the cluelessly move the model in code. Doom 3 and ETQW models are animated in the conventional fashion and I suppose in code they probably calculate movement speed based on the distance walked from the origin and timing.
- motorsep
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Re: Tomes of Mephistopheles: alpha#2 gameplay video
will you use csqc for monster animations code? Because, it's only my opinion of course, it would be great to split animation regions (torso and legs) so, when monster get attacked, torso rotates in x-axis with a strength proportional to attack strength.
I know Nahuel and behind_you did some experiments but the entire csqc animation side seems to me more a chimera than nothing else. If I were you I'd replace "pulling" motion with a normal and less "emphasized" one.
I liked very much rage animations: when you shoot at a mutant, its torso rotates in the opposite direction of the shot, but its legs continue to advance....very natural
anyway I really appreciate the frequency with you guys are uploading new videos: keep up the good work!
I know Nahuel and behind_you did some experiments but the entire csqc animation side seems to me more a chimera than nothing else. If I were you I'd replace "pulling" motion with a normal and less "emphasized" one.
I liked very much rage animations: when you shoot at a mutant, its torso rotates in the opposite direction of the shot, but its legs continue to advance....very natural
anyway I really appreciate the frequency with you guys are uploading new videos: keep up the good work!
Meadow Fun!! - my first commercial game, made with FTEQW game engine
- toneddu2000
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