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1317552091_GZDoom4_10.064-bit(2022-12-0415_23_050100)11_19_202311_29_24PM.png.8d809ef3c6274c1de20fed7e99e03fe5.png

 

So yeah, weapon and plane upgrade systems are coming along nicely. I might as well take a minute and explain how they work.

 

1. When the game boots up, you're dropped into a room with a mission computer. Accessing the computer and choosing a mission will allow access to the hangar, which is where aircraft and weapon handling is done.

2. There will be props of the individual craft in the hangar for planes you have unlocked. Interacting with them will bring up the menu shown above. 
3. Using the menu will allow you to upgrade the plane, choose a primary and secondary weapon, as well as buy new primary and secondary weapons. Note that only weapons that are compatible with the plane you've chosen will be displayed for purchase. 

4. Once you're done, hitting the button that says "Sortie with this aircraft" will launch the mission with the plane you've chosen.

 

And that's it! 

One last thing; weapons come in four types so far (Cannon, Pulse, Missile, and Bomb), and planes can only have certain kinds of weapons in their primary and secondary slots. For example, the Enforcer can only have a cannon in its primary slot and a missile in its secondary slot. Another example; the Aries can have missiles and bombs in both primary and secondary slots. Go ahead and experiment!

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Posted (edited)

Alright, so in the interest of transparency, I feel I'm getting very close to being able to release a public build of FS:Vagabond. There are still a few more things I need to do before it's ready. These are listed below: 

-Develop a tutorial level and a sample level.

-Add environment materials to facilitate these levels.

-Polish the mission menu and add some graphics.

-Add materials/skins for friendly units.

-Get a texture and model for the mission computer.

 

Once all that's done I should be able to have a rudimentary build up and running. I'll be sure to inform you all if any complications arise...

EDIT: striking off tasks!

Edited by Johnny B. Getgoode (The Guy) : Progress update

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12 hours ago, taufan99 said:

I'm so gonna enjoy this on Delta Touch!

Yeah! Delta Touch is fun, but setting this mod up for it can be...complicated. Make sure you're using the latest GZ version and have renamed the file to have a ".wad" extension. Delta does not see ".iwad" files for some reason. 

I'll probably have a more detailed guide soon.


EDIT: ...OK, Delta Touch is way dumber than I thought. It does not even detect that the game is an IWAD and complains that there's no game, even though there are GAMEINFO and IWADINFO files in the archive. So basically you can disregard my previous advice for getting it set up.

Edited by Johnny B. Getgoode (The Guy) : Delta Touch is dumb

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3 hours ago, Johnny B. Getgoode (The Guy) said:

Yeah! Delta Touch is fun, but setting this mod up for it can be...complicated. Make sure you're using the latest GZ version and have renamed the file to have a ".wad" extension. Delta does not see ".iwad" files for some reason. 

I'll probably have a more detailed guide soon.


EDIT: ...OK, Delta Touch is way dumber than I thought. It does not even detect that the game is an IWAD and complains that there's no game, even though there are GAMEINFO and IWADINFO files in the archive. So basically you can disregard my previous advice for getting it set up.

At risk of sounding dumb, have you tried using the ipk3 format instead?

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1 hour ago, taufan99 said:

At risk of sounding dumb, have you tried using the ipk3 format instead?

I have not, though that probably would make more sense. The archive is basically structured like a .pk3

Not sure if that'll actually work though. Merely changing the file extension does not seem to be enough. 

EDIT: Well slap my ass and call me Sally! Changing the extension to .ipk3 actually got it to work. I'm simultaneously delighted and weirded out.

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Posted (edited)

Alright, it's been a little bit since I shared dev progress here (But I've been whoring the game on TwitterX though. Check it out at @getgoode), so I might as well shed light on my current plans. 

Here's basically what I want to have happen with the next update: I want to have three new levels, all available once the player clears the first level, and can be played in any order. There will be unique rewards at the end of each level, either weapons or extra in-game currency. In addition, two new planes (Aries and Taurus) will be purchasable. On top of that, there will be new enemies and objects to accommodate the level scenarios. 

 

The levels themselves are pretty straightforward. One will be a mission where you seek and destroy three enemy transports that spawn randomly in the map. They must be downed before they reach the escape point, or the mission fails. Another mission has the player storm an enemy base, with multiple different paths leading to it. This particular mission has a boss fight with a large airship at the end. Finally, there will be a mission to escort a friendly transport through hostile territory, and keep it safe from enemies. 

Two of these levels are 99% done, with just a couple fixes and tweaks needed. The escort mission still needs to be made. When this level is added, and other fixes are made, the update will be released with version number 0.2. The archive will be in ipk3 format (for compatibility with Delta Touch), and a new download link will be provided. 

 

Good things are heading to this project! Stay tuned!

Edited by Johnny B. Getgoode (The Guy)

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Posted (edited)
8 hours ago, Johnny B. Getgoode (The Guy) said:

...OK, I'll bite. Am I doing something wrong with this game or something? 

Might as well be blunt, now that I've tried the sequel (only played this on my crummy laptop because Delta Touch native touch controls don't seem to like this one for some reason). It's still as exciting as the first installment, but I've come to get some grips regarding where you can improve.

  • Energy resources are extremely scarce, if not downright non-existent. This makes doing missions feel like a chore, even at Normal. I know you might want to give some challenge, but even the first level took me a few times to properly beat. I know points system exists to upgrade the ship, but first efforts won't be enough to properly soup up the player's ship.
  • Levels' architecture feels a bit too simplistic, although that's not to say all of them look dull. In an engine where a myriad of fantastic-looking maps exist, I think it wouldn't hurt to have at least a little bit of scenery. Doesn't have to be complex like others, I know you might prefer stable framerate over eye-catching looks (as in my case of a potato of a laptop), but consider adding some good-looking scenery, no matter how little.
  • The three missions after the initial one might need a few more allies to help the player. I must admit, it's hard without their help at the battlefield. :(

Hopefully you can consider these three as a starting point. I too don't really understand why others aren't really interested in this. Sure, it's not exactly Descent/Freespace, but it's worth playing for the different gameplay style alone among other GZDoom-based stand-alone games.

Edited by taufan99

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6 hours ago, taufan99 said:

Might as well be blunt, now that I've tried the sequel (only played this on my crummy laptop because Delta Touch native touch controls don't seem to like this one for some reason). It's still as exciting as the first installment, but I've come to get some grips regarding where you can improve.

  • Energy resources are extremely scarce, if not downright non-existent. This makes doing missions feel like a chore, even at Normal. I know you might want to give some challenge, but even the first level took me a few times to properly beat. I know points system exists to upgrade the ship, but first efforts won't be enough to properly soup up the player's ship.
  • Levels' architecture feels a bit too simplistic, although that's not to say all of them look dull. In an engine where a myriad of fantastic-looking maps exist, I think it wouldn't hurt to have at least a little bit of scenery. Doesn't have to be complex like others, I know you might prefer stable framerate over eye-catching looks (as in my case of a potato of a laptop), but consider adding some good-looking scenery, no matter how little.
  • The three missions after the initial one might need a few more allies to help the player. I must admit, it's hard without their help at the battlefield. :(

Hopefully you can consider these three as a starting point. I too don't really understand why others aren't really interested in this. Sure, it's not exactly Descent/Freespace, but it's worth playing for the different gameplay style alone among other GZDoom-based stand-alone games.

Thanks for your feedback! I can see where you're coming from with all your points. Especially regarding energy resources. It's just kinda tough to know what to do when you're the only one working on it. 

In any case, I'll see about working on it. And I'll also see about a guide to get it running on Delta. You may be having trouble because it needs a special control config on Delta to comfortably playable. 

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Posted (edited)

just added a guide on how to run the game in Delta Touch, underneath general install instructions. Check it out!

 

EDIT: Also, regarding energy concerns, I'm probably just gonna say "fuck it" and increase the default energy cap of the planes by 1.5x or so. Will need some testing afterwards, but that should be sufficient to address the scarcity problem.

 

EDIT 2 Electric Boogaloo: Just pushed forth a new balancing patch. Check it out, duderinos!

Edited by Johnny B. Getgoode (The Guy)

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Hey guys, it's been a while. I just put out a small QoL patch for the game and I'm gonna try to be more aggressive in development. Just been too busy with personal stuff lately. I apologize. 

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17 minutes ago, Johnny B. Getgoode (The Guy) said:

Hey guys, it's been a while. I just put out a small QoL patch for the game and I'm gonna try to be more aggressive in development. Just been too busy with personal stuff lately. I apologize. 

All good, I can relate as well.

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