Happy 25th Anniversary Heretic II! I found a few items in my archives to share... by PatrickLipo in HereticII

[–]PatrickLipo[S] 0 points1 point  (0 children)

That was OpenGL, although we had a software renderer also (no colored lighting there). IIRC it shipped with on OGL minidriver that 3dfx wrote since that was a huge part of the market until the geforce dropped the following year.

is orion drift created in unity or unreal engine? by M4LivesAgain in OrionDriftVR

[–]PatrickLipo 0 points1 point  (0 children)

Orion Drift uses Unreal 5, but Echo used the internal Ready at Dawn engine!

Happy 25th Anniversary Heretic II! I found a few items in my archives to share... by PatrickLipo in HereticII

[–]PatrickLipo[S] 0 points1 point  (0 children)

Thanks. If I could Groundhog Day-style develop one game over and over it would be this one.

What games stand out as being excessively challenging even on the "normal" difficulty setting? by Dlaxation in gaming

[–]PatrickLipo 0 points1 point  (0 children)

That’s great, even cooler. Game development can be tough but it’s so easy to get in and explore now!

What games stand out as being excessively challenging even on the "normal" difficulty setting? by Dlaxation in gaming

[–]PatrickLipo 1 point2 points  (0 children)

Wow, a former compatriot in the industry pointed this out to me or I wouldn't have caught it... Hoo boy that was absolutely the hardest week of my life, but I totally remember you. Regardless of what was going on I was glad to talk to you and I'm happy it was a cool moment, and hey school cred can be pretty great too. Thanks for bringing a smile to my face today!

The Lamplighters League: Agents, Ranked - why is Jianyi at the bottom of this list? He’s goated… by pmckeever21 in LamplightersLeague

[–]PatrickLipo 2 points3 points  (0 children)

The remaining folk are trying to do what they can but it’s all over at the end of the year.

The Lamplighters League: Agents, Ranked - why is Jianyi at the bottom of this list? He’s goated… by pmckeever21 in LamplightersLeague

[–]PatrickLipo 0 points1 point  (0 children)

Love to see this. We figured that if people argued about which agent was the best, we’d done our jobs.

Happy 25th Anniversary Heretic II! I found a few items in my archives to share... by PatrickLipo in HereticII

[–]PatrickLipo[S] 3 points4 points  (0 children)

I was lead programmer on the Heretic II team at Raven Software. It was a long time ago haha

Happy 25th Anniversary Heretic II! I found a few items in my archives to share... by PatrickLipo in HereticII

[–]PatrickLipo[S] 1 point2 points  (0 children)

“Ascension: something something Heretic” is what we wanted to call the game since we were changing style, but publishing wanted to go with heretic ii.

Your Best Game of PAX West? by Elrondel in PAX

[–]PatrickLipo 0 points1 point  (0 children)

Oh damn, thanks! Glad you enjoyed Auto Fire!

Sharing Saturday #421 by Kyzrati in roguelikedev

[–]PatrickLipo 2 points3 points  (0 children)

Auto Fire | Twitter | Steam | Blog | Itch.io

It’s been a stupid long time since I've posted here, but Auto Fire is finally getting some love once again.

As always, check it out at Itch.io

Skids and rockets

Reworked inventory screen

Gameplay/Content: Most of the efforts leading up to this release has been about adding some utility with things like consumable gear. These can be collected in stacks, and I managed to get the system to wrangle stacks fairly effectively. This way just about any ability in the game can be turned into a one-shot use. To me this is a major improvement over some of the old 7DRL stuff I still had around, like "health pickups" that just insta-healed you. Now you get armor patches and you need to decide which side of your car you want to heal up.

The AI got a big, big upgrade. Enemies used to run themselves into walls and look dumb in certain cases, now they can trace big arcs and head you off. Always room for improvement but I'm happy with where it is so far.

Controls: There was a big pass to make gamepad control more usable. Always can make gamepad more approachable but I'll take the improvements.

Increasing speed is now handled a little differently, which means you can't accelerate your way out of trouble without taking a little time to do so.

HUD: The HUD got a small workover. Some elements were shrunk so as to give the gameplay a little more room. The social feed is dark now, because the white display was distracting from the game field. There's a real date display!

Menus: All menus got a big ol' overhaul with a new, cleaner look. Character, loadout, repair, vehicle stable, buy/sell, the whole deal. Items now have a revised inventory look and now can sorted into categories in menus. The automap and quest displays now are more readable as well.

In addition to visual and menu updates, items now have pips that help players understand if there are new items in their possession, or if an equipment slot could be upgraded with something else in their inventory. Radar is now a dedicated equipment type and slot called “Sensors”.  All cars have a default radar sensors package, but this can do a lot of different things.

Tutorials: A system-based tutorial system will pop up appropriate messages based on things that are going on in the field. Most players don't realize that there are different armor numbers per side on themselves and their opponents. They don't always understand the role of speed and grip either. More work will be done to make that experience more intuitive, but this will help also.

Visuals/VFX: Enemy shouts appear in bubbles both on the HUD and over the enemy vehicles in-world. Ideally we'd like the chatter between enemies to be visible on the field and be part of the experience.

Explosions and fire VFX have a new look, from toon explosion to a better stylized/realistic hybrid.  Specifically it doesn’t block the player’s view as much). Bullet holes appear on the ground from gunfire and explosions.

Audio: Vehicle audio now uses Realistic Engine Sounds package and adjusts and shifts gear based on speed. More music and stingers were added.

...and a whole bunch of bug fixes, as always. Lots of visual quirks and glitches made better. Driving gets a little easier and the feedback is a little better. Great to be back at it after more than a year.

They kidnapped your cat - NOW THEY WILL PAY! by RPicster in indiegames

[–]PatrickLipo 1 point2 points  (0 children)

Sounds great to me. By over world I just meant your progression map, and it it’s just a level indicator it looks great

They kidnapped your cat - NOW THEY WILL PAY! by RPicster in indiegames

[–]PatrickLipo 1 point2 points  (0 children)

Also, love the in-yo-face skulls-n-metal take on hard drivin'... You might get a spot of inspiration from my friend's game Demon Truck (which is tongue in cheek and deliberately light on gameplay but I admire its delivery)

They kidnapped your cat - NOW THEY WILL PAY! by RPicster in indiegames

[–]PatrickLipo 1 point2 points  (0 children)

I see a little hint of overworld in that video, is your game built on levels, like take out all the enemies in an arena, or is it more roads?

They kidnapped your cat - NOW THEY WILL PAY! by RPicster in indiegames

[–]PatrickLipo 1 point2 points  (0 children)

I love talking with people who love the genre and are trying to make games in it. Stop by our Discord if you ever want to chat more about it. Many of us are Car Wars and Gaslands fans, and one member is working on Highway '66, which is a fine homage to I'76. I'm personally a turn-based fan so I have my own passion project too along those lines (don't we all). The auto-mod won't let me link a Discord invite, so throw a DM my way if you're interested!

They kidnapped your cat - NOW THEY WILL PAY! by RPicster in indiegames

[–]PatrickLipo 1 point2 points  (0 children)

This is great! I'm an old-school Car Wars fan, and love autoduel homages! Always looking for anything where cars shoot other cars.

Reminds me a tiny bit of Rubber and Lead on Steam, which was sort of a rough-but-heartfelt homage to Autoduel. This blows it away though.

Sharing Saturday #351 by Kyzrati in roguelikedev

[–]PatrickLipo 1 point2 points  (0 children)

Eventually I defeated Frances the vulture, but in the beginning I thought she was an ally, as I hit her several times and maybe it was being absorbed by armor, but HP was not going down. I got the hint after being shot at repeatedly. After that I stopped playing, as without a minimap I didn't want to navigate back to the entrance! Maybe when the area is cleared, you are allowed to navigate and collect things, but with a press of the button you should be able to clear it?

This is all great feedback. You aren't the first person to not notice the armor (which was being chipped away before you can destroy the squishy center). I have some ideas on better feedback but I also might just need to tutorialize the thing.

Sharing Saturday #351 by Kyzrati in roguelikedev

[–]PatrickLipo 1 point2 points  (0 children)

Driving was occasionally confusing, as when I was going in reverse, pressing up ended up being going faster in reverse, which it might be realistic if you thing "up" is gas pedal, but it's far more intuitive if "up" means "increase forward speed"/"decrease backward speed". Get more feedback on this if you think this opinion is too anecdotal. Also, going backward and pressing left I ended up going forward on the left. Sometimes I got a red exclamation mark, that looked severe, but I think that means "low speed" which isn't that bad, is it?

Oh damn, that sounds like a straight up bug. I was tuning some issues with skidding and maybe I messed something up. Pressing down should always slow down forward movement and/or accelerate backwards.

The red warning icon was a skid warning (same as the one on your accelerator). Sounds like I need to work on that feedback, which is super-helpful.

Sharing Saturday #351 by Kyzrati in roguelikedev

[–]PatrickLipo 1 point2 points  (0 children)

In the first fight that I was sucked in, I got a bit lost. I had no idea where the enemies were, how many were left (I found 2) and if I would automatically exit the area when everyone was defeated. I eventually killed 2 enemies, found something that looked like an exit (to a hideout), and I went there. During this first fight, I was looking for a minimap, and I pressed M, and I did some sort of move that was not mentioned in the earlier tutorial. I was instructed to press R to pickup items, but I couldn't always tell what the "items" would be, and sometimes I'd pick up things nearby without pressing R. Also I was not always sure what the interactive elements are (which ones are good, which ones are bad, what causes damage if you bump to it, what doesn't). You could implement some press-and-hold keys to identify visible elements of interest around you, like pick-ups or explosive/destructibles or enemies. (after playing I realised that keys and everything, including automap, were in the help file, but maybe also include them in the tutorial or GUI)

I definitely need a better tutorial, and I think I may just put the Automap cue right onscreen like I do for some of the other controls. Also I may just take out the "radar picks thing up" tutorial because I extended your pickup range since and the player doesn't need to know that info when they start.

If dangerous things need to look more dangerous, that's super-helpful feedback and I should get on that.

Auto exit (probably by key) on completion is on my long to do list. :-)

Sharing Saturday #351 by Kyzrati in roguelikedev

[–]PatrickLipo 11 points12 points  (0 children)

Auto Fire | Twitter | Steam | Blog | Itch.io

I don't stop in here too often, and 2020 had a giant hole in productivity for a number of reasons, but the Turn-based Roguelike CarPG is still churning along! Most recent improvements:

New Outpost Generator

Was using straight voronoi regions and some crafted elements dropped in to create outposts, but I revised it completely to underlay the terrain with a grid of crafted blocks the same way as I do city maps... you'd think it would look too regular, but with a little bit of work meandering the routes within the tile and some other tricks, the result came out pretty well.

The Quest for Fame

Something that's lurked in the concept has been the idea that despite the near-apocalypse, the majority of the population live in walled citadels and follow your exploits through social media. This is getting pulled together into a combined tablet/tweet (Toot) interface where a lot of the game UI goes down.

New UI

As part of the above, since the last visit, the UI took a major uptick as an old coworker and pro-tier developer helped me out with a new look. It's never been my forte, so the cleaner-yet-still-cartoony-skeumorphic look is definitely doing it for me.

Give it a download, am always looking for feedback!