#dusk-duskworld-dungeonsofdusk
6 messages · Page 106 of 1
Not gonna lie, going to be pretty disappointed if the final boss isn't Dave's face
reminds me of my friend pedro's final boss
dave's head on a pike in the brain
am I the only one who thinks the Icon of Sin is a lame Final Boss?
I never liked that fight
Hell Revealed 2 does final level better
eh it was neat for its time
Instead of some dumb icon of sin you gotta get keys while dudes spawn in
And getting all keys opens the exit
And it's hard as fuck
so 👌
yo ufuck
AHFSKFLDSX
I don't even got Steam launched
i got a key months ago lmao
Trap Meister is always watching
who got it?
angery
i guess we'll never know who got it
rip me
it doesn't look like it has been taken yet
Now it was
you get it?
You got it?
Yep
congrat
Lol nice
gg
WE D U S K B O Y S NOW
Say, would it be an option to have sprite models instead of this newfangled "3D" meme
First person, I mean
what
weapon sprites?
you'll have to ask david after he's back from beebee break
but i seem to recall him saying no, because he wants to keep it Quake-esque
don't quote me on that
Too bad, I am quoting you RIGHT NOW
"but i seem to recall him saying no, because he wants to keep it Quake-esque" -Unmutual, 2017
The screencap of this bold claim is forever on the internet
Dusk will be 3D
now whenever you go to quote me
Ay, cheers
you'll see the screencap that says don't quote me
but if we get the toolkit going
u can put in whatever u want
so 2d anime waifus
@prisma halo can mod them in
obv
Well obivously I'll cut off the "don't quote me" part
H-DUSK
Pls no h dusk
zombie said he was gonna add it in a while back when I first asked about that stuff
Phone auto-correct
inb4 H-dusk isn't what everyone thinks it is but just replaces all the models and text with various stylized H's
inb4 people still get off
Futura in bold
ʰ
I second the HDusk notion
AKCHYUALLY, I use unfiltered comic sans, but that's off topic
it's funny because that's basically the most regular font now
but i like regular :(
no fuk u this is general http://i.imgur.com/PoIUWcx.png
Aw, the graphics quality selection tho
lud looks kinda bad unless you disable texture filtering imo
@mild ginkgo @gleaming berry maybe I'll make the demonstration mod an anime girl mod
🙏
complete with lain banning you in the end
fuckin rekt
I like this mod idea
u get to the final boss
and it's just Lain
and he's like
BANND
then u die
the end
so I was reading the QuakeC source code to see how weapons are implemented in Quake
an enormous thor hammer
with "BAN" on the part that falls on you
You're starting to worry me zombie
lmao

Hmm
B I T F I E L D
Whatwhy
I mean I guess it'd run faster back then maybe?
True
you could just do self.items & IT_SHOTGUN
Performance was key
I just noticed it since I saw the code for impulse 9 there
/*
============
CheatCommand
============
*/
void() CheatCommand =
{
if (deathmatch || coop)
return;
self.ammo_rockets = 100;
self.ammo_nails = 200;
self.ammo_shells = 100;
self.items = self.items |
IT_AXE |
IT_SHOTGUN |
IT_SUPER_SHOTGUN |
IT_NAILGUN |
IT_SUPER_NAILGUN |
IT_GRENADE_LAUNCHER |
IT_ROCKET_LAUNCHER |
IT_KEY1 | IT_KEY2;
self.ammo_cells = 200;
self.items = self.items | IT_LIGHTNING;
self.weapon = IT_ROCKET_LAUNCHER;
self.impulse = 0;
W_SetCurrentAmmo ();
};```
no idea lol
Must've been added later in development
That's really a confusing thing
okay I'm gonna take a guess and say QuakeC has no switch statements
because holy mother of else if
Yeah no way they wouldn't use switches if they had them as an option
/*
============
ImpulseCommands
============
*/
void() ImpulseCommands =
{
if (self.impulse >= 1 && self.impulse <= 8)
W_ChangeWeapon ();
if (self.impulse == 9)
CheatCommand ();
if (self.impulse == 10)
CycleWeaponCommand ();
if (self.impulse == 11)
ServerflagsCommand ();
if (self.impulse == 12)
CycleWeaponReverseCommand ();
if (self.impulse == 255)
QuadCheat ();
self.impulse = 0;
};```
huh, I always thought there were more impulses
no idea ¯_(ツ)_/¯
Cheeky 8 bit Max for no reason?
probably
/*
============
W_WeaponFrame
Called every frame so impulse events can be handled as well as possible
============
*/
void() W_WeaponFrame =
{
if (time < self.attack_finished)
return;
ImpulseCommands ();
// check for attack
if (self.button0)
{
SuperDamageSound ();
W_Attack ();
}
};```
lmao
the whole impulse thing seems so weird
I just don't understand why it's called impulse
The whole thing is odd
So based on that you can't impulse 9 while attacking huh?
Interesting
guess so
I guess that might have been intentional so that you couldn't hot-swap back and forth between a gun to shoot it faster
like the SSG
definitely
huh, does dusk really rely entirely on the navmesh for movement right now?
For AI yeah I think so
I was playing with the navmesh component for a duskworld spawn priority system
But decided to scrap it for the time being
ideally I want to scrap the navmesh entirely
Yeah
It's not great
I just wanted a convenient way to calculate player pathable distances between spawns and alive players to find the optimal place to spawn a new player
I'm pretty sure Quake just instructs enemies to run towards you until they hit a wall
As well as potentially weighting the spawns based on their proximity to spawned items of some value
Probably a little over the top for a 'for fun' multi-player component
heh, yeah
But yeah, scrapped
/*
=============
ai_walk
The monster is walking it's beat
=============
*/
void(float dist) ai_walk =
{
local vector mtemp;
movedist = dist;
if (self.classname == "monster_dragon")
{
movetogoal (dist);
return;
}
// check for noticing a player
if (FindTarget ())
return;
movetogoal (dist);
};```
it's
reeeeeee
also interesting how there's a leftover remnant of the dragon enemy there
This is the primary means of navigation available to monsters. It is a very basic form of navigation consisting of only 2 behaviours: 1. Move straight toward the current .goalentity 2. If blocked, move in a random direction for a random period of time. If the monster has the FL_FLY flag set, it will try to stay slightly above the height of the entity in the .enemy field.
cut quake enemy
Interesting
its model is in the public tests I think
and I think it was reused in one of the mission packs
hmm, enemies most of the time just head straight for the player in Dusk anyways, the only real problem I see with going after the approach listed above is
Just haven't gotten around to it
they'll be noticeably less intelligent in areas like this:
they'll try to head towards you and sorta zig-zag out of there
against the wall
Yeah I've noticed that in the demo as well
I mean I could play around with implementing A* or something but still
1.41 :^)
hm?
The usual diagonal weighting of a*
ah
I wonder what nav meshes use under the hood
hahahahaha
I know it just weights regions of the mesh
But determining that weight is a whole thing that could be awful
I think I'll just wait for the next time David's on and see what he thinks
Yeah I feel the same way, like man I should mock up CTF.... I'll just wait for David
hahahaha
Capture the meat lass tbh
has quite meaty gameplay
OK now I hope that never happens
fuck
Unity 5.6
exposes NavMeshBuilder to UnityEngine
no longer an editor class
Dusk is on 5.3.5p3 ;-;
I'd push for it right now if lightmaps didn't get fucked
So it's a good option
hmm
not sure
I'm pretty sure the only level affected negatively by rebuilding lightmaps is the pre pre pre alpha level, A1M2
which is due to some weird geometry in the starting room
but it's still an issue imo
could be other areas in other maps with the same issue that I'm not aware of
I bet if you use the updated particle system and linerenderer as a carrot on a stick, David could be convinced
lmao
pretty sure there's a new input system too
because Unity needs 5 different versions of every system
I forget which version that stuff happened in
Also support for a lot of stuff in general was added, lots of updates to performance, I think even updated networking
holy cow dusk's repo is 3.6 gb now
Riip
tfw I have to git clone --depth 1 for it to succeed now
clone not commit my bad
hmm, I'm gonna do a clean clone
load it into 5.3.5p3 and ensure all assets are converted to text
then modify the headers of the LightingData assets
so that they point to the latest Unity version (5.5.2f1)
and try to load it in a newer Unity version
not according to "Check for Updates", weird
Unity claims to be up to date for me
anyways gonna download 5.6 then and try that
Probs
There's a lot of tiny new strange things in 5.6
Like exposing debug values of materials/shaders in the editor
Like render depth
I wonder if you have access to animation curves in builds now
as stupid as it is, you can't actually get animation data normally
you can only set it
?? Wot really
It's useful for ripping assets at runtime
which is easier and more effective than using currently available tools
it's also very useful for modifying animations at runtime
since you can base your changes on existing data
(I want to have an internal Mesh class -> IQM file converter for the modding library)
Final boss is confronting your own inner weeb
Also
Unsurprisingly, my craptop has FPS dips in DUSK
Maybe it's time to upgrade. Just maybe.
there are a few things that could potentially cause drops on lower end machines
Yeah, believe it or not it's slower for lower end machines
the pixellation is a shader
When we make the dusk wiki I will be sure to note that the pixel filter impacts performance
Also has David turned off motion blur yet?
haven't checked
yeah
The pixel filter's a bit TOO extreme, tbqh
If there was some manner of slider for it..
It's a slider in new builds
Oh, well disregard me then.
Heh, it's hard for most people to know how out of date that build is
There's a ton of new features and quality of life improvements
Well I did see some things like weapon model size slider
That build doesn't even have the cfg file lol
D U S C C
Be sure to play in 640x480, 4:3 for authentic experience
nah he's just poor
authentic experience would be 320x200/320x240
Also on mute because soundcards are for rich kids
Nah using the PC speaker play midi sounds
or horrid beeps from the pc
christ
1 life at the end of slug village? what a pleb
first game I ever played was keen1, played the hell out of the series
Yeah he's trash
But he's using the right sound setup for maximum poverty
Our main PC had a soundblaster, the laptop however, didnt
So keen and the three stooges dos game sounded jank as fuck
Download your favourite classic PC games from here / Descarga tus juegos clásicos favoritos de PC a partir de aquí: http://www.lamazmorraabandon.com Buy your...
This babe
Mouse buttons on the lid
Trackball next to the screen
That was real gaming
Real men prefer ThinkPad eraser tips
@mild ginkgo interestingly, lightmaps only appear to break on A1M2 now
a plethora of other things break though
@prisma halo ehh I forget which map that is... is it the rainy one next to a big expanse of water? If so, lightmaps are just either broken or not baked. I can't remember which. Still might use that level for something. I like it.
A1M2 = demo map
I think the one you're referring to is the scrapped iteration of E1MS
the one you used to make the "think of the children" meme
David go be with babbo
but yeah uhh, I don't forsee Dusk moving to another Unity version any time soon after looking at this closely
not without many rewrites and patchups to the scenes
also @thorn trout did you see the earlier discussion about AI?
also >tfw there are leftover lightmaps for an "A1M1" level, but the actual map has been deleted :(
Are there black hole floors?
only A1M2 has the honor of having black hole floors
there's also a leftover navmesh for "A1M5" but that map no longer exists either
A? Oh Act
I always read it as "alpha" since that's pretty much what the AXMX series maps are
oh yeah the black hole floors
I didn't see the AI discussion. What's up?
A = alpha
basically we were discussing what the best route would be to take regarding AI
since ditching nav meshes is probably the ideal situation
lemme screencap some of it
I've heard that newer versions of Unity let you assign navmeshes at runtime though.
What would be the issue with updating at some point?
5.6 allows you to generate them at runtime yeah
there are a few issues
for one, Unity's migration system is shit
and a lot of the things in Dusk are difficult to migrate either way, partly due to ProBuilder
lighting in general pretty much dies as soon as the project gets migrated at all
all objects go fullbright and the levels themselves either lose lighting entirely or require rebaking
or, in the case of A1M2, have sections that simply refuse to be lit
that sounds like pb objects might need refreshed maybe
Dawn potentially solves this, but a completed map import/export system is a while off
I attempted to refresh but unfortunately it made no difference
not sure what the actual cause is
hmm I see
I don't think a reworking of the AI is gonna happen before release. That'll probably happen along with other changes post release to optimize Dusk for modding
it was more a question of what Dawn should do
and at that point, depending on what you've done with Dawn, I'll probably try an update to 5.6 first, and if those issues end up being too large I'll look into a different pathfinding method
in most cases the behavioural difference probably wouldn't be noticeable, except in circumstances like the one I mentioned in that screencap
if 5.6 happens then navmeshes could just be used as is
and Dawn could just use the navmesh movement functions internally
the way Quake handles movement is pretty funny now that I look at it though
kk. Hopefully I can get the update to work because that seems ideal
This is the primary means of navigation available to monsters. It is a very basic form of navigation consisting of only 2 behaviours: 1. Move straight toward the current .goalentity 2. If blocked, move in a random direction for a random period of time. If the monster has the FL_FLY flag set, it will try to stay slightly above the height of the entity in the .enemy field.
hmm
come to think of it I'll bet the pathfinding in Dusk is one of the biggest performance hogs
thanks to Quake's mostly simple geometry you never really notice how simple the AI really is
there are a few potential performance hogs in Dusk
for one, all objects have stuff like "receive shadows" and "cast shadows" set
not sure if that does anything but it's worth looking into
AI is also not capped, so it runs as much as it can
it shouldn't do anything
and there was also a motion blur shader active that 500_pts found
although it was set to 0, it could potentially be hogging performance a little
wait... AI should be capped per enemy type, with their update time or whatever I called it
it only deals with pathfinding every so often
I meant the Update() method in general
oh I see
I personally recommend capping AI to 50fps but it's up to you
oh and NullReferenceExceptions can cause HUGE performance drops if there are too many of them too often
(some of the old demo maps go down to like, 1 fps if you try to run them with the current codebase)
(there are like, hundreds of exceptions raised every frame)
in Quake? It just does the same thing as it usually does I think, moves towards the player until they hit a wall
heh yeah I figured
then move in a random direction until they can reach the player properly again
I imagine super complex geometry would screw them up a bit
oh, did you somehow implement it in Dusk or are we just figuring the geometry would cause issues?
I could pretty easily add Quake's AI to dusk
it was just a question of whether it'd be preferable over NavMeshes
since well, Quake AI is effectively Doom AI minus random zigzagging
hmm, just realized that leathernecks would probably be significantly gimped by that ai
Yeah, and mages too, since they're usually in enclosed spaces
what about A*?
yeah. I guess it would be worth giving the quake style ai a shot right now at least. Significant changes in pathfinding behavior would be a bad idea post-release.
Yeah
I just don't want to change stuff that works atm because there's still so much to do level-wise and multiplayer-wise before release
Yeah, I getcha
I'll probably play around with it tomorrow and let you know if it breaks anything horribly
sure lemme know. If I have some free time I might mess with it as well.
*free time when my brain works
:P
I'm getting a little more sleep now that we're home from the hospital but I'm still not figuring on doing anything serious gamedev-related for another week or so. Just small things to keep me busy
Focus on being a dad ye workaholic
yup :)
I don't know much about dusk except it's a 90's style fps. Is it a melding of them all? Get to fight nazi-demon-alien-zombie stroggs?
so dusk 2 is gonna be early access open world survival game, right?
DUSK gameplay and setting is inspired by a lot of things, too many to list, but story-wise you are fighting lovecraft cultists
Dusk 2 will be a anime txt adventure
Heard it here first folks
its just black screen, green text
so its like a dusk MUD
With anime undertones
kawaii
open world survival text adventure? does hellmoo/infernomoo count
Hey all. What the fuck is happening?!
not much, just it being on hold due to dave becoming a dad
Oh dime is here
Oh yeah will the betatesting build get an update
The alpha will update to release version
I'm just curious about the new sliders, weapon model one and the pixelization shader one
there'll be some builds for you guys to test as we approach launch most likely
along with multiplayer testing
coming soon ™
🙏🏼 multiplayer 🙏🏼 testing 🙏🏼
Well my crappy Russian internet would be a good test for netcode and uhh.. that complicated word, interpolation, was it
So would my crappy American internet
EXCITE
i want that dusk midi
9 MORE SEASONS UNTIL I GET THAT DUSK MIDI
gotta be Keaton, i'll take anything that's not a garbage hitscan shooter.
Theres a few good ones. but.... it ain't the same
gibs looks far more satisfying in Dusk than Strafe
Have to buy strafe anyway to hold me over
God I need to play strafe, I'm not much of a Rouge-like fan, but I need my classic fps game kick
The one thing I will say is that it's probably better to go into it expecting a Roguelite than a classic FPS
you like your shitty single shots, dont you
you know I just had a thought
What about the Burst rifle?
what if somebody downloads the dusk demo to get a good feel for everything and then buys the full game and speedruns it right away in 2 hours
and then refunds it
then he deserves his money back
wat
well i'm thinking the record for it will probably be closer to 45 minutes so 2 hours doesn't sound that bad in that case
e1 isnt going to be the demo
iirc david said the demo will likely just be the level we have in the current steam build
I'm gonna run through dusk blind, I've been spoiling too many games for myself lately
I want to see it happen now
there's no way the demo will be all of ep1
what about dusk mission packs
ney
official mission pack only please
no plebian fan packs
honestly no
dont trust the un-dead
hey nano's right your all undead
hank's just a skele zombie's a zombie and scott's a ginger
don't be stupid
skeletons don't have hair
no memes there
fucc
I've gotta say, seeing the trailer and gameplay of the demo inspired me to download and play through all of the original quake
I wish i had your username
Doblinson has hepres and occasional cancer
you know, im kind of embarassed to say that i would go against my no pre-order personal rule and pre order dusk
also, my arm hurts
have a good evening everyone
Jamie, son. Why'd you hurt your dang arm?
How many goddamn gingers we got in here lol
you're just mad cause we're talking shit about gingers
not really, its because it has nothing to do with dusk
no soul
Has anyone done 53 or less glitchless?
leisure suit duskguy?!
@dusk quail looks like you 2 are gonna be duking it out now
pfft
plz
A bit cleaner. Still could be better. Still up for debate whether this counts as a glitches run or not.
i've had 53 this whole time
isn't that glitched?
i don't see why it would be
🤷
what's a glitch about mechanics working as intended
tbf, the whole glitchless thing is weird since you use a glitch right in the beginning in glitchless
we really have to define whats a glitch
to me the thing at the starts seems more like a trigger skip
but i don't know exactly what holds you in place so i can't say for sure
lol
and regardless, mt run is super garbo and can esaily take another second or two of
maybe even <50
prepreprepreprepreprepreprepreprepre alpha
GTA4 Classic%
I get HL2 vibes from object climbing and OOB stuff
YO NICE
danks
I have bad aim and cant shoot the button at the end lol
Hmm :/ maybe i should try for 54 when i get outta bed lol
I couldnt really watch it on mobile so ill watch it later
it's perfectly doable
one thing that bugs me is that the game time doesn't show below a second
i'd prefer 00:00.00
Ah yea
or maybe even 00:00.000
Have u ran any other games? U mentioned HL2
I'm a Quake and Quake II runner
17th in Quake and WR holder in Q2
yeah, it's gonna be really cool 😃
I find the fuel cans the most frustrating part of the run tbh
Lol i find jumping in the window difficult
Ill have to see what you mean, like the open window?
the one you jump out of after getting the yellow key
Ah ok
when you get used to it, it's actually pretty consistent
Breaking the window doesnt always work, i never looked for different strats
boosting with the fuel can seems faster
and you can probably do the whole thing faster than I do
I'm gonna try out Keaton's route
to see what time I can get
what route is that?
A bit cleaner. Still could be better. Still up for debate whether this counts as a glitches run or not.
oh
arguable not glitchless
is it really a clip and not just a hidden opening?
Dont u need to push urself in between the prop to push urself through?
I should proof read my msgs lol
probably as intentional as skipping the freeze in the beginning
probably as intentional as skipping the freeze in the beginning :b
lol
that's why I prefer category names as Quake% and Half-Life 2% :b
because glitchless and any% in this case feel... weird
whats the cat we run isnt it just classified as glitchless
what glitch?
skipping the 3 - 4 second freeze in the beginning
oh yea i guess
I really doubt it's intentional
we dont do any major skips do we
depends on if that's considered a major skip or not
I'd prefer No Major Glitches/Exploits over Glitchless
Yea
if it happens once in the whole game, or maybe once per episode or something, I wouldn't call it a major exploit
but object climbing andOOB absolutely is
yea
and if the 53 run is using major explois, then it's an obsolete any% run
this all reminds me of when they did a glitchless run for OOT on a GDQ once
that was hilarious
:p
the OOT community is super scattershot with what is an isn't a glitch
and of course chat lost their damn minds
what I'm basically saying is that the freeze at the beginning most likely is a glitch, if david doesn't disagree with me
so glitchless isn't really glitchless
also, object climbing is hard, man
whats the AR hotkey for dusk to switch to it
no idea
I just don't pick the second pistol up
so I can switch to it with Q
oh david's here
@thorn trout oi, is skipping the freeze at the beginning a glitch?
lol ill just press them all
you'll find it eventually
@radiant venture I don't think so, it's just being quick
so its entirely glitchless run 😄
no, it was the freeze in the beginning
like when u spawn
I don't think object boosting is a glitch per se
and I actually think it's a legit strat, although kinda exploity
but I need to sleep, I can't even spell dyslexic right now, ironically enough :p
night o/
gnight
Just watched that run @radiant venture , holy shit man. 👍
thank you
well didnt keaton do 53
we don't even know if it's a legit "glitchless" run or not
Propjumps bleh
I'm not a fan of them, if they get fixed, I wouldn't mind :p
propjumps are not glitchless
but are they glitches, tho?
I think that's up to the community
mmh
Most seem to feel that it's a gltich
personally propjumps have no place in a glitchless run
I feel the same for sure
I think it's a major exploit but not really a glitch
I'm not a fan of the name Glitchless, because what's a glitch and what's not?
it might need it's own specification
I think that's what most people mean by glitchless
i don't think projumps are a glitch
me neither
Like bunnyhopping for example
usually glitchless is that yea
Is a glitch
but tbh i do feel like propjumps go over the line
But nobody considers it a glitch
the skipping potential is huge
but then, if you allow some glitches, and ban some, the whole glitchless thing is arbitrary
On top of being uninteresting to do, and watch
Yeah, that's how most glitchless categories are
Nobody is going to say 'quake glitchless needs no bunnyhops'
It's arbitrary, set by the community
there is no quake glitchless :p
Right but if you used a glitch in quake, you'd call it a glitched run
yeah
So the standard run is by that virtue, glitchless
no
Except it employs a physics glitch
Nobody will call it a glitch
And there is no true glitchless category
Right
same with Q2
but we don't use glitchless categories
Nobody calls it a glitch, but everyone knows it's one
because we use glitches
Right because you don't consider it a glitch
we consider it glitches
but whether we call it a glitch or not, doesn't matter since we don't have glitchless categories
OK but let's say there was a major exploit, and I could break the run essentially
Huge glitch
yeah
That'd be actively called a glitched run
yeah but so is a run without it
And by not calling the standard run glitched, you are implying it is not glitched
Regardless of conscious knowledge of the glitches contained in it
we aren't calling the standard run glitched because all the other categories are glitched too
we don't have a glitchless category, so we don't need to specify that any% is glitched
I guess you are just looking for over specific names
Calling a run 'anything goes except propjumps %' doesn't really make as much sense as 'glitchless'
and if we found a skip that broke the game, there would probably be a category that just excludes the trick because people just don't like it
More likely you'd create a new category around the new bug
or that
Rather than change the old one
Which is exactly what happened here
Everyone ran glitchless as no oob basically
Then propjumps got discovered as a viable run technique
So it didn't go in the same category as the glitchless run
Certainly when the game comes out I think 'any%, no propjumps' will be a better category
I agree
Because there will be routes for completing optional levels etc
But with one level and no way the mark progression, % is a weird thing to mark
At least, that's why it evolved that wat
Way
% is just a thing that people started using after super metroid runs
that's where all the % categories come from
there was no name for categories where you just finish the game, so any% is the most fitting name for it
Yeah definitely
you just finish the game, and % doesn't matter
:>
I had an idea for a feature for speedrunning, what aboput having a level select screen once players have finished the game and allowing them to maybe set a parametre where if whatever time is input has elapsed it restarts the level and timer. Just an idea :P
map e1m1
can not wait for dusk
Too bad, you're gonna have to
ya
David just became a dad, so hes takin some time off dusk development, and Zombie is having problems with Duskworld (the multiplayer component of dusk).
got it
Zombie isn't working on DuskWorld, he's working on Dawn (the mod tools for Dusk)
Oh
for the record
That's coding for you
there's multiplayer this game is good
I care more about a game's singleplayer, different strokes for different folks I guess
Games with poor singleplayer/co-op components are a turn of for me
as thats what I prefer to play
that's cool
I still play online modes and games meant for online play, I just prefer singleplayer
Same
Arma 2's multiplayer was fun as shit
like quake 3
never played quake 3, did play quake live though
never played quake live
Its just quake 3 but F2P (or at least it was)
there are plenty of games that have multplayer but the SP is far superior
Like DOOM 2016
And quake 1 as well
yeah, not all of the Metal Gear games have MP
I've never played a MGS game
That sucks, They're great games, though the story is weird
ya
he's making a new game right
yeah, Death stranding
ya
its gonna be even worse than MGS in terms of how weird and Meta the story will be
then it was all a dream
what will the game play be like
From what they've said, its going to be a Third person Action/Shooter game, with maybe MGS-like stealth elements
like resident evil
nah
i ought to play the new doom but the thought of doom 3 all over again has me nervous
More like Metal Gear sold 5 but with much more linear level design
@sullen carbon DOOM 2016 is nothing like doom 3
so i've heard
#bnnuy-and-the-jits lads
PLAY IT YOU FUCKBOY
but that game went on wayyyyyyy too long
no
how many chapters or whatever are there, at least like 35
like 10
maybe in the new one
ya but it more game to play
if it's a good one that's good
i know doom 3 wasn't supposed to be the originals
but man
talk about a boring, predictable game
doom 3 is a mess
oh hey all the lights are off except for that armor lit up over there
k
ok
oh good point
dusk is cool
so is the multiplayer like not gonna be just dm and tdm and such
what is this duskworld business
ya i need something to play and dusk looks great for me
i saw the horde mode, the waves
ya what do you think the world record is going to be for horde mode is going to be
Hank is the endless mode king
ya but for the full game
what
that's what i thought when devil daggers came around
ok
Well, I can always make my own
but that coveted top spot is still being fought for
ya is there going to be mods
yeah, it does it really well tho
So hopefully Dusk does that too, which it looks like it certainly will
I don't have the attention span to get super far in endless
Yep, it'll have mod support, workshop maybe
I reach a point where I get myself killed so I can stop
lol
ya you go
make click bait and say 10
it'll happen
Well, you get what I mean
then again
any new endless record that pops up, more than likely you are gonna try your damnedest to top it
and will
Damn straight
I know what mine is, run around a map like a mad man taking pot shots at everything
It worked for Marathon
Equip dual shotguns, run around map at full speed, shoot everything in path
It should work in dusk
the cultists feel a breeze then get shot
yep
how fast can you move in this game
like, doom1/quake1 fast I think
but in more open places
yeah
will the clouds move fast like in q3a
no idea
that is something i always loved and if a dev happens to be reading, pls fast clouds
That video is from 500_pts, one of the server mods
god speed
speed runs already ?
the world is insane
most people haven't even touched the game
thats because you can only get it through an alpha key at the moment
what about the enemies
What did you want to know about them?
whats their problem whats the story
bad guys that are bad and you shoot them
hello
sup
Cultists of some sort
ya
Oh, you know the drill, Crazy Eldergod worshiping cult wants you dead
Story of dusk? Cultist worshiping lovecraft gods. Go kill them and save the earth
things get lovecraftian
when there is game, there is speedrun
Well yeah
poor Half-Life
You don't need one
ya half life
Its better to have a good story, but you don't really need it
I prefer games with okay stories
it depends on genre for me
I just want the game to be fun
if it's an action game, the game needs to be tight, then you can have a story
ya all in all
Gameplay > story
^^^
ya
but then you have games like Silent Hill 2 which isn't really a gameplay marvel but that story is so faking gud
^
or Mafia 3, that game had such a good story and characters, but its gameplay was glitchy trash
hide behind box, stab enemy, rinse, repeat
one Mafia game had a race part that was hell
but mafia has more gameplay component than SH
I'm not sure what it really is
A placeholder I think
I doubt it
I remember David saying something about that being removed from the current build
that's sad it looked cool
yep
hope fully
*hopefully
ok



