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Guns and Glory 0.5 - Is Released - And Updated!
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Metalor
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PostPosted: Mon Feb 02, 2009 8:54 am
   Subject: Guns and Glory 0.5 - Is Released - And Updated!
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A big update, I'm holding off on G&G 2 in favor of working on G&G 0.5.

Now you're probably wondering, WTF's the difference?
Why waste our time with this nonsense?

Because:

G&G 0.5 will be slightly different that 2 will be. 0.5 will strive to remake the original Wolfenstein, much like the original Guns and Glory was supposed to. 0.5 features many new coding features and is based on the SDL code, which will allow it to be more accessible to others who don't have DOS compatible computers anymore (much like me, because I have a Vista Laptop)

Here's a little screenie of what's been up so far:



Taken the time, you would be able to notice these code changes:

shading,
lighted objects that don't fade with shading,
three ammo types,
seven spaces for score instead of six,
(and this one's a bit hard to see but),
Different door sides for doors.

There are lots of other code changes like:
All of the Spear walls, sprites and guards, added to the Wolfenstein engine,
Switch activated pushwalls,
6 weapons (probably soon to be 7),
portable medkits,
a motorcycle,
destructable scenery (barrels, columns, and maybe soon a crate for getting items, and hostages too),
and three new guard types.

There's more than this to be sure, but why spoil everything now?

And yeah, okay, now the flaming about me making up my mind can begin.

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Last edited by Metalor on Fri Apr 20, 2012 3:44 pm; edited 3 times in total
Metalor
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PostPosted: Tue Jul 21, 2009 9:00 pm
   Subject: Guns and Glory 0.5 progress
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Progress is going good, and the first level is completed. I've also added a few new features, the most extential of which was what I added today.

The game now sports a grand total of 17 different door types, 9 normal, and 8 locked doors, each with their own unique key.

Now you're probably wondering:

"WTF? 8 KEYS!? That's crazy, it'll take too long to collect/find all those keys in a level!"

Well, not to worry, each key is for a different theme that the game will run through, and only a single level in the entire game is planned to use all 8 keys, and that level itself is a secret level. But still, be sure to find levels with up to 4 different keys in them.

And here's a screenie of the first level:


That's all for now, but I'll be sure to post up more updates later!

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PostPosted: Tue Jul 21, 2009 9:10 pm
   Subject: Re: Guns and Glory 0.5 - Is Released - And Updated!
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Looks very nice Very Happy
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PostPosted: Tue Jul 21, 2009 9:20 pm
   Subject: Re: Guns and Glory 0.5 - Is Released - And Updated!
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Thanks! Looking forward to SonderKommando!

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PostPosted: Tue Jul 21, 2009 10:42 pm
   Subject: Re: Guns and Glory 0.5 - Is Released - And Updated!
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Thanks Smile Working on it Smile
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PostPosted: Sat Aug 08, 2009 4:10 pm
   Subject: Guns and Glory 0.5 progress
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Well, after taking some consideration from the poll I posted a week or so ago, I'm going to take G&G0.5 into a different direction.

I've decided for a seamless game with cartoonish graphics and Guns and Glory (1) styled gameplay and pizzaz.

Of course, I've also decided to implement (or at least try to implement) several new coding features not seen elsewhere, such as:

a new health system
A secondary firing trigger
and several other confidential features.

Of course, some of these features are out of my coding range, so If anyone would like to lend their services (primarily to weapons coding and such) I'd greatly appreciate it.

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PostPosted: Sat Aug 08, 2009 8:49 pm
   Subject: Re: Guns and Glory 0.5 - Is Released - And Updated!
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What do you mean by a "secondary firing trigger"? Confused
Metalor
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PostPosted: Sun Aug 09, 2009 9:43 am
   Subject: Re: Guns and Glory 0.5 - Is Released - And Updated!
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[quote="Tricob"]What do you mean by a "secondary firing trigger"? Confused[/quote

Well , quite specifically, by pressing "x" it would make the player use their current weapon in a different way, such as allowing the player to pistol whip the enemy if they didn't have any more ammo for it, but they don't have enough time to switch to another weapon.

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PostPosted: Thu Aug 20, 2009 6:11 pm
   Subject: Guns and Glory 0.5 progress
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After some time of debugging and whatnot, I'm happy to say that progress is running semi-smoothly.

However, There will be no secondary fire trigger (not really necessary)

The new health system is 75% inputted, all that's left is the new healthbar.

And now guards act MUCH differently that before as:

All regular guards (with a few exceptions) start with only a knife in hand, like the player and therefore are "beefed up" dogs, so to speak that is, until...

Guards can now pickup weapons! That's right, depending on what guard walks over what type of weapon, they may stop and pick up the weapon and begin using that as their primary attack, so now guards can pick up grenades, pistols, and machine guns to name a few.

All regular guards (with a few exceptions) start with 20 health, the EXACT same amount of health that the player starts with (or can have total for that matter) Thereby forcing the player to choose their fights wisely, and only rushing in when they have one of the better weapons in hand.

Also, a few lesser features have been implemented, such as Gun Bobbing, and a whole host of new static objects, treasure items and health items.

That's all for now I'm afraid, and sorry, no pics right now.

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PostPosted: Sun Aug 30, 2009 3:09 pm
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Some more updates.

The game now has about 25 enemies total (6 guards, 6 ss, 6 officers, 1 mutant, and 6 extras)

Now, mutants are more erratic and have 3 different attacks which they use at a semi-random pace.

Therefore, mutants are far more difficult to fight, as the method for fighting them changes with each attack that they use, but what those attacks are, is a secret.

Some more stuff to come soon, no previews yet I'm afraid, though.

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PostPosted: Sun Aug 30, 2009 11:19 pm
   Subject: Re: Guns and Glory 0.5 - Is Released - And Updated!
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Wow....25 enemies....
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PostPosted: Mon Aug 31, 2009 8:31 am
   Subject: Re: Guns and Glory 0.5 - Is Released - And Updated!
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Actually, 15 of them are just repeats of the guard, ss, and officer with different weapons. These guards never actually spawn, the original guards just "morph" into them so to speak, when they run over a weapon. (this also only happens once per guard, so a guard with a pistol, can't pick up grenades for instance)

So really, there's only actually like 4 actual guards at this point. (the ones I didn't talk about are mostly ghost varients and such)

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PostPosted: Mon Aug 31, 2009 4:28 pm
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Dogs are now implemented, and they act basically the same as before with two unique differences:

1. Dogs now have 10 hit points, half that of regular guards. They are still easy to beat compared to other guards, so other than being able to survive 1 shot from a pistol, they aren't that much tougher.

2. Dogs will now "leap" towards the player, and if the player is unlucky to be in their way when they do, the player will suffer an attack 5 times nastier than if the dog just ran up and bit 'em.

More to come soon, though the next few guards will be a secret, dispite them being just regular guards.

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PostPosted: Sat Sep 26, 2009 9:40 pm
   Subject: Re: Guns and Glory 0.5 - Is Released - And Updated!
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Another update.

All 4 storyline bosses are now implemented, I have made a new status bar (which I'll post a picture of soon, though it may not be the final product so to speak), There are also now a total 42 guards implemented in the game, with more to come!

Armor is also now implemented, making this my first game with armor in it. And I hope soon to make rough drafts of the guards, as I wish to hold a poll for which style the "audience" (aka. you guys and gals *heh, yeah right* reading this) would prefer.

That's all for now!

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PostPosted: Sun Sep 27, 2009 1:02 pm
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Here's a preview of the Status bar in action:



The status bar has however been updated since this screenshot was taken (but not by much, simply the numbers for showing score, health, ammo, etc. were changed)

More to come eventually.

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PostPosted: Sun Sep 27, 2009 4:02 pm
   Subject: Re: Guns and Glory 0.5 - Is Released - And Updated!
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Regarding switch activated pushwalls, you'll have to be careful the intended walls aren't blocked, either that or that they're still to-be-pushed if you throw the switch while another wall's moving.

Dogs dealing FIVE times more damage while leaping is more powerful than a melee range gunshot in vanilla Wolf btw.
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PostPosted: Sun Sep 27, 2009 4:12 pm
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I'm aware of how switch-activated pushwalls work. (I've had plenty of tiem to tinker with them)

Consider that each attack though now only deals 1 point of damage with a grand total of 5 points of damage possible, and that's IF they all make contact. Believe me, there are MUCH worse enemies than that running around the corridors of this game.

An example would be that one enemy can take out up to 15 points of damage with a single attack. (remembering that you only have 20 health max) This of course is assuming that the player doesn't have any armor.

Armor practically makes the dog's attacks useless for what they are, it's only when the player has no armor, should a dog be taken seriously.

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PostPosted: Sun Sep 27, 2009 6:03 pm
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Love the statusbar, dude. Very Happy
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PostPosted: Sun Sep 27, 2009 6:16 pm
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Tricob wrote:
Love the statusbar, dude. Very Happy


I still want to do something with it though, maybe fix the text for the display. That, and change the background.

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PostPosted: Sun Sep 27, 2009 9:57 pm
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8 keys? This is crazy Smile In a good wa....but still, on 64x64 grid, 8 keys....
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PostPosted: Sun Sep 27, 2009 10:42 pm
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doomjedi wrote:
8 keys? This is crazy Smile In a good wa....but still, on 64x64 grid, 8 keys....


I think I've already touched on this matter, but I'm willing to explain once more. (Mainly because I like talking)

Yes 8 KEYS The motherload of key collecting! I do plan on having 8 keys in the game. However, Unlike games such as Doom or even the original Wolfenstein, where all keys were uniform throughout all levels, the key system here will be more like that of Hexen, where each key is only used for specific areas, and each key is color-coded to a specific color-coded door.

So the keys are Red, Green, Yellow, Silver, Brown, Grey, Purple, and Blue which will be used for Dungeons, Tunnels, Bunkers, Offices, Castles, Temples, Laboratories, and Ships, repectively.

It is very unlikely that more than 4 types will ever appear in a single level (save for 1 secret level, where all 8 keys appear)

Rest assured that only the Dungeon, Laboratory, Bunker, and Castle keys will make any significant appearances, and even then, they will be used mostly in their own respective themes, only occasionally straying from the norm.

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PostPosted: Sun Sep 27, 2009 11:20 pm
   Subject: Re: Guns and Glory 0.5 - Is Released - And Updated!
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Aaaaa...o0k

You mod seem to be very interesting
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PostPosted: Sun Sep 27, 2009 11:46 pm
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8 keys? I tried that with The Lost World part 8 demo...but never fully used it...I like the 1st Guns and Glory..it was hard i beet this version will be great

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PostPosted: Mon Sep 28, 2009 8:24 am
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Yes this version will be very similar and try to have much of the same. However, you will NOT have the luxury of a pistol with infinite ammo this time around, and there will only be 4 actual boss levels, rather than each level ending with a boss fight.

But don't fret, I plan on making the levels memorable like the first ten in G&G1, and giving the player many reasons to play these levels throughout until they've reached perfection.

This game's difficulty will arise from the game's weapon and ammo reserves, because there will be seldom instances where you are forced into a kill-craze. Since guards are as tough as you are now, strategy and careful useage of resources will be this games main objective for play.

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PostPosted: Sun Oct 04, 2009 5:30 pm
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Some good news, (well news anyway)

The game now sports a grand total (and stand up for this because it's kinda shocking)

yes a grand total of 65 enemies, this includes bosses, guards wielding different weapons, secret enemies, and destructable objects.

That, and now, thatnks to Tricob for his tutorial, it also sports directional guards.

This and much more was added in bulk, and there are even a few totally brand new coding features never before seen in a wolfenstein mod, and with plenty more to come.

No pictures of possible guard designs yet, but they will hopefully be ready for the next update.

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PostPosted: Sun Oct 04, 2009 10:14 pm
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Impressive Smile

Well....it seems some modders here are focusing mainly on weapons...others - mainly on enemies....
I hope all those mods will be more balanced in all or most areas than it seems.
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PostPosted: Sun Oct 04, 2009 11:03 pm
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I suppose. Enemies provide variety, as do weapons. But enemies aren't the only varied feature in the game so far, there are at least 10 different treasure items, 8 different health items, 9 different ammo items, and a few other things as well.

But YES! Enemies! Need lots of variety in enemies!

And don't worry, with how the game is set up, it will be unlikely that more than 5 different types of enemies appear alongside eachother. (with exceptions for destructable objects, and the secret-level enemies)

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PostPosted: Fri Oct 23, 2009 3:14 pm
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Well to stave everyone's doubts about the game having 67 enemies in it, I decided to check things over and seperated the 67 or so enemies into 6 different groups and how much are actually enemies or otherwise:

Secret- 7
(These are a secret, just know that they're 7 of them)
Regular Guards- 18
(aka, guards that actually have spawn functions)
Nonregular Guards- 18
(aka, guards that only occur when special conditions have been met)
Secret- 5
(These are also a secret, you try and guess what they are)
Secret- 12
(These are also a secret, in every sense of the word)
Hazards- 7
(Hazards such as destructable objects and the like)

So you can speculate all you want on which of these are actually what, but according to this there are only about 18 actual enemies, and another 18 that are simply different "retellings" of those enemies, so it has just roughly a little more than Doom 2.

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PostPosted: Fri Oct 23, 2009 5:02 pm
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Thats alot......Keep up the good work man

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PostPosted: Fri Oct 23, 2009 6:50 pm
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Right now, I've been busy with supplying sounds for when I implement the Advanced Sound Manager, and just today, I began drawing up the first guard sprites. I can't say when I'll be done, but they're coming along quite nicely. The current sprite set will take care of 1 regular guard and 5 special guards in one fell swoop, so there'll be plenty to showcase when I'm finished.

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No new posts Do away with the 'score' system?
Author: ChiefRebelAngel
9 3512 Wed Aug 25, 2004 3:24 pm
ChiefRebelAngel View latest post
No new posts Hundscheisse - You deserve an update!!
Author: Guest
47 5792 Tue Jul 20, 2004 7:45 am
Majik Monkee View latest post
No new posts Wolfenstein Hackers
Author: andy3012
19 5837 Wed Jul 07, 2004 10:12 am
sentenced View latest post
No new posts Wolfenstein Coalition
Author: Guest
6 275 Fri Jun 11, 2004 9:12 am
Majik Monkee View latest post
 
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