Author Topic: [Release] Turok+  (Read 102865 times)

Offline Mon-Ark

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Re: [Release] Turok+ v1.5 (v1.6 WIP feedback requested)
« Reply #50 on: September 28, 2017, 06:30:27 PM »
well that sounds fair. Gotta see how it works in practice.

Offline Duke64

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Re: [Release] Turok+ v1.5 (v1.6 WIP feedback requested)
« Reply #51 on: September 30, 2017, 01:33:23 AM »
I want to try these but I'm so busy though, but I like the idea of when moving the scope goes away. You have to be still for the scope. Nobody who knows guns or was actually sensible would be scoping in confrontation battles. So enemies who are far would be targets rather than enemies up close where you need to move a lot. Cool though just small input.
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Offline DoomMarine23

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Re: [Release] Turok+ v1.5 (v1.6 WIP feedback requested)
« Reply #52 on: October 10, 2017, 02:14:15 PM »
Just wanted to say some excellent work so far. You continue to impress me with what you're able to do with this engine.

I think un-scope while moving is totally fine. A few games have done this and while Turok is a fast paced shooter, sniping is something that you'll probably want to do while at a safe distance. It is a sacrifice for being able to shoot foes from afar. I think it balances out pretty well honestly. Players will figure it out within a few seconds and there really isn't much to worry about. Auto re-scope after you're done moving is also totally fine. I think its a nice compromise. Though, I'm one of those "power users" and I prefer to manually re-scope. I think players who are looking to snipe, can accept being un-scoped, moving into position, and re-scoping. It can be jarring if you don't expect it to auto-zoom again. But I think players would also get used to this.

So I think either of these two options is perfect. Entirely subjective preference to which one a user would prefer using.

However for the last one; it is a novel idea. But I think its a no go. Moving around just causes non-stop flashing. Try it while strafing, or strafing and jumping! It is visually distracting and uncomfortable to watch.

As for the AR + GL. I think its awesome, totally reminds me of Half-Life, its also something I wanted to do with my own projects. ;) If you want a custom model, I can whip one up real fast.
« Last Edit: October 10, 2017, 02:17:18 PM by DoomMarine23 »

Offline Smoke39

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Re: [Release] Turok+ v1.5 (v1.6 WIP feedback requested)
« Reply #53 on: October 11, 2017, 05:16:02 AM »
I feel similarly about the "refresh" method.  I could increase the distance that triggers the refresh, and/or disable the scope after a few refreshes, but I think it'll always feel kinda arbitrary and weird.  Unscoping when moving at least has some plausible logic to it.

I've been playing with the auto re-scope version, but the manual version is a little clearer about the weapon's state, and also simpler from a coding standpoint.  I've removed the scope in preparation for v1.55 (which'll mostly be bug fixes and presentational touch-ups) but once that's out I'll try playing with the manual version some more.

I'm still undecided on the AR GL.  I feel like it kinda undermines tek arrows and pump-action explosive shells, and maybe even the pulse rifle to some degree.  On the other hand, I've sorta been feeling like the AR doesn't have much going for it versus the burst pistol, and the one-two punch of grenades and bullets is uniquely satisfying.  I just worry that it's too much.

Actually, thinking about it some more, maybe it's not the mechanics themselves that give me pause, so much as the fact that it makes a plentiful but specialized ammo type and gives it a much more general-purpose use.  It's like adding 30 more explosive shells to your arsenal.  I ran into the same problem when I experimented with a single-rocket mode for the rocket launcher.  I considered an under-barrel shotgun that uses explosive shells instead, but that even more directly competes with the pump-action.  Following that line of reasoning, I guess it could fire dragon's breath -- combine the weaknesses of both shotguns, but with the quicker follow-up and better range of bullets.  That's starting to move away from the military theme and into "Turok's Wacky Gun Show" territory, though.

Offline DoomMarine23

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Re: [Release] Turok+ v1.5 (v1.6 WIP feedback requested)
« Reply #54 on: October 11, 2017, 11:30:45 AM »
I think you totally have a valid point there. I suppose in my mind, I was like "Turok is 20 years old now and its easier on the PC. I think players would just be excited as hell to have all this awesome weaponry" but balance is still very important. I think an underbarrel attachment of some sort, can still work. Just need to think of how it would function and what downsides it would have. I think the dragon's breath idea is a cool one as it forces the player to use the AR at close range and makes the secondary more risky to use.

I wouldn't worry about "Wacky Gun Show" though. I think part of the fun of Turok was just all the crazy guns they had as the series went on. I know Turok 1 was pretty light on story/lore. But the later series talks about the light burden satchel and how it can be used to access all kinds of weaponry. Turok is a man in strange lands with strange foes. Poachers using AK47* knockoffs with strapped on grenade launchers or flamethrowers? Yeah I can see that, that kind of stuff actually happens in real life.

*(Pretty sure the Assault Rifle in Turok is meant to be an AK47)

Offline Smoke39

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Re: [Release] Turok+ v1.5 (v1.6 WIP feedback requested)
« Reply #55 on: October 11, 2017, 06:57:43 PM »
Oh, don't get me wrong; there's nothing wrong with adding stuff to the game just for fun. :D  I just have a narrow focus with Turok+ on fleshing out and improving the game while maintaining the spirit of the original.  Of course, where you draw the line is subjective, and I'm still kinda feeling out what does and doesn't fit (the T2 shotgun being a good case in point).

I agree that the lost land can accommodate almost anything thematically, but each game still has its own unique flavor.  Like, if you compare T1 just to T2, T1's conventional weapons are a little more grounded, and its heavy weapons have more of a rugged, heavy machinery kinda feel compared to T2's more high-tech, electronic feel.

I think part of it's also that it's an AK.  Like, if the AR were modeled after an M16, a poster child for "tacticool," then I probably wouldn't hesitate to slap any ol' ridiculous thing onto it.  But I sorta see AKs more as embodying rugged, straightforward pragmatism.

Anyway, not saying I'm ruling it out -- I plan to experiment with it -- just tryin'a explain my thought process.

Offline Smoke39

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Re: [Release] Turok+ v1.55
« Reply #56 on: October 15, 2017, 05:22:35 PM »
New version is up with some bug fixes and visual improvements.  The most interesting are probably the bow and bullet casings.

New and update screenshots:
Dragon's Breath & Touched Up Auto Shotgun
Bow w/ Normal Arrows
Bow w/ Tek Arrows
Minigun Smoke, Tracer, & New Bullet Casings

Took down the 1.6 previews for now since 1.55 broke compatibility.  If you didn't get a chance to try out the bow scope and AR GL and still want to, le'me know and I'll see about putting together some new packages.

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Re: [Release] Turok+ v1.55
« Reply #57 on: October 15, 2017, 06:07:26 PM »
I'm surprised there isn't much Turok+ videos on YouTube.
That mod looks awesome.
Especially the secondary mode on the weapons. ;D

I wish I have that remastered Turok. But I have Turok 2 but I can't play it because the GL Shades is too high for my PC.  :(

Offline DoomMarine23

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Re: [Release] Turok+ v1.55
« Reply #58 on: October 15, 2017, 10:26:37 PM »
Those graphical improvements are looking great, man. Reminds me, you ever find a use for those animations I sent months ago. The fixed shotgun, assault rifle, and pulse rifle ones?


Offline Smoke39

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Re: [Release] Turok+ v1.55
« Reply #59 on: October 16, 2017, 05:34:03 PM »
Already had a modified pulse rifle select anim, and didn't really like the other two.  Sorry.

 

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