#... this is a unity game i could probably mod it
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my god he writes fast. he JUST learned this one
#i DEMAND funny vampire names for all the distortions though come on#... this is a unity game i could probably mod it#corpsefriend therapy
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SURPRISE! Did you think the day would come when we would cover Love Live on this blog? I didn't!
Yohane the Parhelion: Blaze in the Deepblue is the Metroidvania-style game based on the fantasy spin-off of Love Live Sunshine, but you probably don't care about that! Statistically speaking, our target audience is Bogleech readers who are deeply revolted by anime girls!
So why bring up? Why bring it up? The answer is 🐠 FUNNY FISH! It's Funny Fish Friday!
Since this game is set in an underwater temple, the enemies this game are all based on sea creatures, and that's cool! Again, statistically speaking, you probably think sea creatures are cool. I really liked seeing the variety of enemies when playing through this game, so I thought it'd be fun if I could share them with an audience of people who otherwise wouldn't care! None of the enemies really have names, as far as I'm aware of. But I'll do my Rubesty...?
Our first guy we encounter in the game is the sort of guy who emerges from the ground like the Zombies from Castlevania, and wow! A good first impression I think. It is sort of a squid mantle, if the mantle was also a cloak for a spooky sort of wizard! The way it doesn't really have a 'face' in the hood and the eye is below really makes it seem like a weird mimic creature. Cool!
They also get a tough lategame variant which looks like a mix between a flapjack and a vampire squid. You don't often see flapjacks be designed as scary!
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Next is Barnacles! A whole clump of them, like a cake. They shoot Energy Balls at you. Is this what Barnacles can do if they combine their powers...? The top actually opens up, and it looks a lot like a sea urchin's mouth! So maybe it is some sort of naked urchin creature covered in barnacles? Game Theory!
There are also barnacles with Ice Powers. Like real life!
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Let's give it up for Garden Eel!!!!
What a fine Garden Eel it is! Complete with the sort of grumpy face, and with the addition of two little arms that make it look like it's praying or maybe a bit shy. But it is mean! It also spits energy balls at you, then hides in the hole so you can't hit it. How very sneaky!
SO sneaky, in fact, that these eels have mastered the art of ninjutsu! The ninja eel shows up for a split second in one single room, before smoke bombing away. You'd have to use a time freeze power to get him, but I never got around to doing that. I don't have any beef with a ninja eel! I respect him and his training!
Did someone say CTENOPHORE? I hope you did, or my hearing has really gotten worse. This thing is a grade A ctenophore, only with a ring of Scary Teeth! A little scary to think of a ctenophore who could Bite you, but nonetheless this deserves a :ctenopog:!
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Let's not forget Fish Vortex! Fish Vortex was the first guy to make me go 'wow, this game's enemies really are awesome!' So of course I had to put him at the top of the post! He is my selling point! I am selling all these enemies to you. For 4.99 a pop!
Anyway. This design is just so funny and cool at the same time. A swirling school of fish that leads into an endless dark abyss, and in the middle, a big eyeball. Also covered in fish. It shoots fish at you! Yay!
There is also a pink variant - it shoots fish that give you the Solitude status effect, which basically just makes Yohane too depressed to summon her friends. Meaning? They are Depression Fish! Maybe she just becomes so jealous of the unity and teamwork of these sardines. She's me like just for real! ^_^
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isopot :)
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This slug is an umbrella. That is ridiculous! Ridiculously EPIC! It does the opposite of shield you from rain, which is create rain, that kills you. But I would still want one as an umbrella.
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When I first saw this thing, I thought it was some strange round Echimoderm I had never heard of. But upon further inspection (I actually asked Mod Chikako shh), it is obviously like a Brittle Star, with each arm folded round to form a wheel! How creative and fun! It even has a bunch of eyes like a starfish!
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Last but not least- sushi! There are sushi guys and they are cute. They don't really do much and are typically found in their own rooms, so I'm not sure what the point of them is. But finding a funny walking sushi should be a reward in of itself, I guess! Look at their funny rice feet! Or the one with the roe eyes!
I happened to use fire magic on one of them and this happened. Oopsies...
Now I am sure you are saying, thank you for showing me all these funny enemies. But are there any cool bosses? Of course there are, me! What's a Metroidvania without cool bosses? So I shall show you my favorites without delay!
First is this freak (affectionate)! It is a sort of amalgamation of lots of different animals and I think it just looks plain cool! Two squid mantles combined into one, a bit of a sea angel shape, bug legs and of course a great big eyeball!
If it is not freaky enough for you, let it be known that the bug legs turn into big green skeleton hands, and it also keeps getting pinker, and it grows new eyes and then extra horns grow out of those eyes. If THAT is not freaky enough for you then I am sorry but I cannot do anything about that.
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Now, how about a sampling of this Freaken Thang? It honestly doesn't seem that sea-creature themed, but it uses seashells so I guess it counts!
What is really neat is that this boss has two different forms, upside down and rightside up! When it is upside down it looks a bit like a Magolor type creature. And of course, I really like the flame thing in the middle as well, that really feels like a Kirby enemy or something! Like a wisp made of plasma!
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Fans of Anomalocaris won't be disappointed by this one! It's a big Anomalocaris tank and boy is it cool! There's something for everyone here, whether you're an Anomalocaris purist or you've always wanted to see it turn into a sort of futuristic beast with a screen mouth that shoots lasers! It really is the future, zura...
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After covering all these wacky creatures, I'm going to have to end it off with the final boss! What could the big bad, the ultimate boss of all these sea monsters even be, I wonder? Well, it's...
...a coelecanth. Just a big coelacanth! It is big and blue! And really, does it need to be anything else? It is such an honor to make the biggest ultimate boss a coelacanth. It is even pretty cute!! Think he's smiling! 😊
Uh oh! Is it still cute? I guess so. My first thought seeing this was of course the world-renowned tongue eating isopod, so I really hope it was an intentional reference! It probably just wants to shake hands. Still, a pretty simplistic design for our final boss, right?
Buu buu! Its true form actually looks like this! Actually, it's kind of doing too much. Like let's tone it down a little?
So!! We beat the mega ultra coelacanth, and now we can find out what his motivation is! And it is... that he is the memories of the people of the past or something. And they all didn't want to be forgotten, so they turned into fish monsters! But we forgive them!
It doesn't really matter. All the girlies gather around and sing him a song. Look how happy he is! I forgot I was talking about a Love Live game until now, actually. All's well that ends well, the end, et cetera! Hit it, Yohane! [imagine this is like the end of a kids movie where all the Love Live girls are having a dance party and there is a shot of the big coelacanth in jail and he's tapping his mouth fingers along to the beat]
#funky friday#yohane the parhelion#genjitsu no yohane#yohane the parhelion: blaze in the deepblue#not mario#mod f boy#yes it was me! i was the weeb mod who played the love live game!#and now i must burden you all!#i wrote this all in one go hooray for ritalin#tw anime girls
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i've said this before but: i, personally, am *not* looking forward to any TES remake made in Unreal. i think it handles certain physics and lighting aspects much, much worse than Havok, the engine that original Oblivion uses [and technically also Skyrim, though heavily modified by that point]. i think UE5 is likely to kill a lot of the charm and unique feel of Oblivion, and i'm a lot more hopeful about things like Skyblivion. i've never loved an RPG made in Unreal, and Oblivion is one of my favorite games of all time partially because of the versatility of Havok. obviously i could be wrong, and honestly i hope so! but given bethesda's track record [and microsoft in general, which is their parent company], i think it's likely to be a lot... flatter than the OG.
So Ive been thinking about this constantly for the past few months. It's definitely possible the remake won't match the "vibe" of OG Oblivion. That concerns but as well. Half of Oblivion's charm is how janky and lowkey..bad? It is 😭 Thats not a knock btw! Games and genres often become DEFINED by their flaws despite their positives! Skyrim is awesome but id bet one of the first things the average gamer remembers about Skyrim is the ridiculous "giants hit you so hard you fly into space" bug. For Oblivion it's the absurb (and endlessly memed) behavior of it's NPCs.
I wouldn't be shocked if the outsourcing studio drops the ball as Oblivion is a huge and clunky game to begin with. Even a remaster would be hard to do. That said, all negativity/optimism we can have at this point is wholly based on leaks and assumptions so it's fair to reserve final opinions until we actually get a real look at the remake if/when it releases.
I will be honest and say I'm personally cautiously optimistic about the remake since as charming as the OG is, it's a technical and unoptimzed mess beyond the memes and charm of silly physics glitches. I love OG Oblivion! I also want to be able to play it without having to do a bunch of mods to (try!) to make it work on my PC.
IMO literally all the remake/remaster would need to do is improve things like draw distance, get rid of the absurd CPU restrictions the OG has, and make Oblivion run stable on modern hardware.
I've talked about it before but id very happily accept a 1 to 1 port of Oblivion for modern hardware if all they did was ensure the game ran smoothly. I've genuinely only been able to have a single full playthrough of Oblivion, and that was on the xbox 360. He'll I'd take a Switch port of Oblivion if it was in HD at least. I just want a stable game experience that doesn't require me to have an old dual core CPU or try a bunch of janky 12 year old INI tweaks and memory patches.
I've tried probably half a dozen times to get the game working on PC with the necessary performance patches/stability fix mods and I *still* can't get the fixes to last thru an entire playthru before some stability issue major quest bug forces me to quit.
Morrowind has OpenMorrowind which makes the game fully stable and playable on modern hardware (like my phone!) Daggerfall has Daggerfall Unity which has innumerable improvements and also allows the game to be played on modern hardware with little issues. Skyrim has been ported to everything except apple smart watches and is playable basically everywhere with only moderate stability issues.
Oblivion is the *only* semi-modern mainline TES game that is super jank out the box and doesn't have some "fixed" version that allows it to be playable and stable on modern hardware. If something like OpenOblivion existed, an official remake/remaster wouldn't be necessary
I will reiterate the super frustrating CPU restrictions the PC version has unless you use mods to circumvent them. Game literally will start crashing on you if you have a multi core CPU. Old games tend to have technical problems like this, but given almost every other mainline TES game has a safe and stable version that exists for modern hardware, its not fair that Oblivion gets ignored in this matter. We deserve a permanent and officially fixed version of Oblivion, be it a remake or a remaster. We shouldn't just rely on mods and fan projects to fix old TES games.
Daggerfall is another good comparison since yes, by remaking Daggerfall in Unity you DO lose some of the original game's charm, but you also gain a shitload of stability and graphical improvements which make the game accessible to modern gamers.
In lieu of a fanmade Oblivion project in the vein of OpenMorrowind/DaggerfallUnity, Oblivion NEEDS a remaster or remake to make it accessible on modern hardware. Skyblivion is cool! But it still looks like Skyrim with different architecture. That's not a knock on that project, it's just true since it's literally the Skyrim engine. In the same way Morrowblivion looked like Oblivion despite being a "remake" of Morrowind into Oblivion's engine. Skyblivion is a FULL remake of Oblivion (with some changes from what I understand) but we still deserve an official Oblivion remake/remaster.
Skyblivion doesn't negate an Oblivion remake and an Oblivion remake doesn't negate Skyblivion. If anything they compliment each other since they each would be doing things the other isnt/cannot do.
An Oblivion remake/remaster might suck (or it might be great!), but regardless of our feelings on the matter, its simply true that the OG grows less and less accessible the further we get from it's release 19 years ago...We deserve to be able to play Oblivion on modern machines. I hope the remake allows us to do that (and that it comes out to begin with lol)
Peace out yall ✌️
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Rune Factory 5 on PC: mods for QoL
the pc version is (imho) the smoothest, best way to play this game, and mods are one of the key reasons why i would rec this version over the switch. there are mods to make harvesting resources trivial, add polyamory and even to fix Rigbarth's tragic trouser shortage, but i personally prefer mods that do what the base game does but Better. mods that fix frustrating issues or add functionality to existing features without feeling "cheesy" or like the game is unrecognisable. so here is a collection of exactly that. i'll tl;dr list the mods here so impatient people can get right to them, with explanations for why i think they're worth installing under a cut:
RF5Fix
RF4 Chara Unlock
NPC Details
Additional Warp Points
Less Compressed Textures
Better Furniture Placement
Time Speed Controller
Gender Neutral Pronouns




first off, most of these mods require BepInEx to work. what is BepInEx? it's a thing that makes mods work! (i am not a code person lol, it's essentially a thing that makes games in unity moddable and someone smarter than me can probably tell you more) for our purposes, what you need to know is that all these mods worked for me on BepInEx version 674 and some of them got very temperamental on other versions.
but most importantly: don't be intimidated or think that modding your game is difficult or complicated. if you can find your way around file explorer, you can add all of these. none of these mods broke my game (minus one temporary glitch i'll mention when it arises), broke steam achievements or sent the cops knocking at my door for Videogame Crimes.
RF5Fix - https://github.com/Lyall/RF5Fix
this is your obligatory "fix" mod, it's not glamorous, it's not exciting, but it makes things work better. like all behind-the-scenes mods, if it does its job right you won't even notice it's there.
RF4 Chara Unlock - https://www.nexusmods.com/runefactory5/mods/100
i have played. hundreds of hours of rf4. i have played approximately zero of those hours on pc, which means that rf5 will not let me play with doug and margaret. this mod rights that obnoxious wrong. as the description says, if it doesn't give you the popup when you load in, sleep overnight and it should pop in the morning.
NPC Details - https://www.nexusmods.com/runefactory5/mods/34?tab=description
probably the most "cheesy" of the mods here. this one adds boxes to the character and monster pages telling you which gifts they like, love and hate. there are a lot of characters in rf5 and keeping all their faves in your working memory can be difficult, or at least it is for me. i could completely understand if someone felt that this mod ruined an aspect of the game for them, but for me it's a fantastic QoL improvement.
Additional Warp Points - https://www.nexusmods.com/runefactory5/mods/33
rf5 is a BIG game. as in, the maps are really big. too big, imho. while it doesn't bother me in the field zones or dungeons, navigating the town to track down all the villagers for gifting every day feels like it takes up about 40% of my play time. using the warp/fast travel system in the map helps, and this mod helps even more by adding warp points for almost all of the shops. an absolute lifesaver, in that it will save hours of your life spent running around Rigbarth. (one note: this game caused exactly one major glitch for me. iirc after a certain cutscene at the beginning of act 2 the game would hang on a black screen. uninstalling the mod for that cutscene and reinstalling it afterwards worked and i still consider it a great QoL mod, but be aware of this)
Less Compressed Textures - https://www.nexusmods.com/runefactory5/mods/5
in case you forgot that this was a mid-budget switch title, seeing those rough textures on your big HD monitor will remind you. this mod makes everything look a little less like you forgot to put your contacts in.
Better Furniture Placement - https://www.nexusmods.com/runefactory5/mods/2?tab=description
placing furniture in this game sucks. it was never exactly fun and intuitive in the other games, but the 3D setting doesn't help. i died a little inside every time i had to look at my wonky line of cooking tools. this mod gives you a grid-snap placement with the option to ignore collision when you place objects, thank god, thank god.
Time Speed Controller - https://www.nexusmods.com/runefactory5/mods/113
rf5 is a BIG game. BIG dungeons. BIG town. BIG... amounts of time in the day. while i know a lot of people love long days in their farm sims, personally i find it really jarring when i am not even halfway thru summer and 80% of the main plot is done, and in rf5 the days are so long that i often find myself rushing the dungeons just for something to fill the hours. there's no sense of having to prioritise tasks for me, so a faster day helps add that time-management angle. but hey, if the days aren't slow enough for you, this mod is fully customisable. speed days up, slow them down, follow your heart.
Gender Neutral Pronouns - https://www.nexusmods.com/runefactory5/mods/46
does what it says on the tin. regardless of whether you pick a masculine or feminine mc, you get they/them'd and, charmingly, sir/ma'am is replaced with "comrade". because pronouns belong to all of us.
Bonus Aesthetic Mods!
this is just a little additional set of mods that i've played with that don't affect anything gameplay-wise but look pretty. as i said there are a Lot of redesign mods for the cast, but i tend to care the most about the player character, since i see them the most. and as an afab nb i find the "Pink! for Girls!" design choice for the fem!protag kind of grating, so first off:
Blue Alice - https://www.nexusmods.com/runefactory5/mods/112?tab=description
it makes her clothes details and highlights blue instead of pink. gender stereotypes begone! but... if you think there isn't enough pink, and just to show i'm fair:
Pink Alice - https://www.nexusmods.com/runefactory5/mods/76
i think this one is super cute and well done, and it even includes the kid's hair, too.
and that was my personal list of RF5 must-have and could-have mods! if anyone has any other suggestions i would love to hear them. this game is a lot of fun but it has its flaws and it's fantastic to see all the work the fandom has put into making it the best version of itself.
#rune factory#rune factory 5#rf5#i've been playing a lot of this game and god bless modders honestly
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STEAM SPRING SALE
I decided to go through games I already own + have played, see what's on sale, and make some recs.
Crypt of the Necrodancer (2.99) -- a rhythm roguelike with a thriving mod community and multiplayer. tough but rewarding. i have over a thousand hours in this game you could say i like it a fair bit. definitely pick up the DLC
Downwell (0.79) -- action platformer where your only actions are falling and shooting (from your gun boots). unique, fast paced, and satisfying. cute 2-color graphics, unexpectedly banger soundtrack. also this is insanely cheap jesus christ
Inscryption (7.99) -- horror that dumps you into a remote cabin playing a sinister card game with an ominous entity. one of those kinds of games where its hard to say too much about it without spoiling it, but it goes Places. also has a cool roguelike mode
La-Mulana (3.99) -- puzzle-heavy metroidvania. play as an adventure archaeologist exploring a cursed ruin that houses the secret history of all civilization, with all the obtuse traps and constant death that entails. will drive you insane one way or another. not for everyone but if you click with it this will probably blow your face off
OneShot (5.99) -- simple but emotionally affecting game where you, the player, are a part of the story. melancholy and funny and hopeful in equal measure. probably buy this immediately if you liked Undertale. fun fact, this was originally programmed in RPGMaker XP and i have absolutely no idea how that was accomplished. blood magic probably.
RPGMaker MV (11.99) -- speaking of RPGMaker. this is the second most recent version (MZ is the current one, minus that unity-based thing nobody likes) but the two are more alike than they are different. easy to use but also crazy flexible if you put in a little more effort, and there are tons of community assets for it available
Spelunky (3.74) -- 2D roguelike platformer. fun with a lot of weird secrets to discover and chaos to be had. the sequel seems even better but i haven't played it yet. this game is also really hard and i have never beaten it lol
Spirit City: Lofi Sessions (8.03) -- not really a game, sort of a co-working app that lets you set ambiance sounds and do shit alongside your dress-up avatar and cute critters you collect. has light productivity tools like a pomodoro timer, to-do list, habit trackers, that sorta thing. honestly does help a lot for me.
Angels of Death (4.99) -- peak RPGMaker horror imo. i once called this "jeff the killer for people who played chrono trigger" and i mean that in the best way possible. exactly the right combination of thoughtful and extremely stupid. i think there's an anime of this?
APE OUT (2.99) -- one of the most stylish games ever made. play as a gorilla escaping to freedom. commit unbelievable carnage backed by an organic jazz soundtrack that reflects your actions. be warned that this one is also hard tho
CARRION (5.99) -- horror action platformer where you play as the monster. escape, devour, infect, ooze through the ventilation ducts, get larger with every human you shove into your gross maw. shorter than it should be IMO but immensely satisfying
DEADBOLT (2.49) -- 2D assassination simulator from the makers of Risk of Rain. play as a reaper tasked with sending the undead back to hell. almost more of a puzzle game than anything else. you die in one hit so make sure every bullet counts.
Endoparasitic (7.49) -- horror game where you play as a guy with only one remaining limb and a parasite burrowing into his brain trying to escape an alien infested lab. really don't think there's any other games out there like this. very tense.
FAITH: The Unholy Trinity (7.49) -- lo-fi horror game with a distinctly 80s vibe. a priest returns to the site of a failed exorcism and descends into an occult nightmare. truly unsettling use of clunky synth voices and rotoscoped animation. you might have seen me reblog gay fanart of this one.
Kingsway (3.49) -- turnbased RPG where everything is accomplished via a fantasy version of Windows 95. keep your desktop organized. a really solid example of the genre that's also extremely quirky. we love to see it
The Shivah (1.49) -- point-and-click adventure about a cynical, down on his luck rabbi in NYC investigates a mysterious donation to his struggling synagogue. a very different type of story than you usually see in video games, excellently told.
Strange Horticulture (6.39) -- play as an herbalist in a town full of secrets and drama. Identify plants, understand their mystical uses, and provide solutions to your customers' problems -- or make everything a lot worse.
might have a few more later
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Yet another image+text post and today's text post i wanna finish with Year of Chen videos by discussing the last video (YIIK 2022 05 29 17 41 39 Old Secret). Unlike the Blue Fog bug this video starts with being already in somewhat bugged or not usual game's state and Alex being in this closed circle under Frankton.
In game currently there's no known legit way to get in here, the way i used is using ladder to walk over map collider's but in the video there's no ladder in view, so i would assume that author of the video either found some uknown yet way to get there or got it in non legit way(such as Unity Explorer mod that can let you do a lot of stuff with the game). As you can see in both my screenshot and the YT video from this spot you can get acess to "Frankton Maple Street" enterance to Frankon and upon interacting with it the video's author goes to FUCKING OLD FRANKTON.
SO IS THAT IT?DID THE YEAR OF CHEN FIND OUT HOW TO GET THE ENDING 3 ALREADY 2 YEARS AGO AND SOMEHOW NO ONE NOTICED IT???? Well.....not quite. I checked this myself and yes you will get to old frankton and can do ending 3 from there and will spawn in the same exact spot as in the video, so what's the issue? The issue is that you can't enter it, you will get the popup suggesting to interact however no matter how many times you use interact button it won't work. Personally i had to use the previously mentioned Unity Explorer mod to enable this area, so again either the author of this video did the same or there's some secret way to enable it. Btw, the whole "you will get the popup but you can't interact with it" probably sounds familiar to you if you ever went out of bounds in yiik and tried to interact with The Tower in current version counting that in 1.25 it was added that you can't get in the tower without having specific variable in your save file, so first of all i tried to interact with Frankton Maple Street while having all the required variables for the tower aaand no they don't work. Then i thought about how the requirements to enter the Tower were added only in 1.25, so maybe just like with Tower you could enter it in pre 1.25 version? So, i downloaded pre 1.25 version of yiik aaaaaand nope, you still can't enter it. Tho for me the strangest part of this was that it was even there at all counting how it leads to the Old Frankton, which was added in game's files at all only in 1.25. So i yet again tried to turn it on manually to see where it leads in this version aaaaand.....infinite loading screen. So the only implication i see from this fact is that the Old Frankton was already planned to be in game and wasn't made yet, while the code to have one specific hidden Frankton entrance to lead to it was already there. Lastly i want to mention this video's description:"I figured this out. There is another way in. It is not of use. The secret entrance may have been useful at one point. It is not accessible. It does not work as intended. But it is there. I think it will work once it is discovered organically. There was once a set of stairs where I began. I believe they are still there. I'll keep looking." Imo the most interesting part of this is the "There was once a set of stairs where i began.I believe they are still there." since it's very strange and cryptics and i have no idea what is it talking about, also since this is the last video so the "i'll keep looking" part probably didn't work out. The only "set of stairs" that are mysterious in yiik that i can think of are stairs from Essentia's mind dungeon to Alex's mind dungeon, that are mentioned in the dialogue but appear only in unused version of Essentia's MD.
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Greetings to the approximately 5 Daggerfall fans. I keep trying to play Daggerfall, but I can't get out of the tutorial dungeon (I keep dying). I do have Daggerfall Unity installed, and I could technically skip the tutorial dungeon, but for some reason, that feels like cheating to me.
And. I feel like this is probably important information. But I'm playing as a sorcerer. Yes, I know that's probably part of the problem, given that sorcerers have much less health than almost every other class, but I really like magic, okay? I like pure magic builds. Also, I'm really committed to this character because I already have some Lore™️ for him, so I don't want to change my class even though I know choosing almost any other class would give me more health and therefore make it a little easier to not die.
I don't technically have a race completely decided yet (I am trying to decide between Altmer or Dunmer), but I don't think race affects your ability to survive all that much (though I could be wrong).
Anyway, I guess I'm looking for advice? Do you all know any tips on surviving in Daggerfall? Maybe some mod recommendations, too, though I don't want mods that feel like cheating. Maybe just like... mods that allow you to lower the game difficulty a tiny bit, like how later elder scrolls games had a feature where you could choose your difficulty setting. Or something along those lines? Idk I've only ever used Skyrim mods because normally, I play Elder Scrolls games on console...
That actually may be part of the problem, too... I'm just not used to playing computer games
Anyway, TL;DR:
Any advice on how to survive in Daggerfall as a sorcerer, and maybe any mod recommendations for making it a little easier to survive?
#daggerfall#tes ii#tes daggerfall#tes#tesblr#daggerfall unity#also if you all have any advice for Arena as well that would be wonderful#I have a goal to finish the main quests of all the main elder scrolls games#and Arena and Daggerfall are the only ones left that I haven't completed
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I said it before it'd be cool if Crash from Q3 had her own expansion/campaign as a modern Doom entry.
Just imagine her going through a journey like Doomguy did where she goes to the modern Doom universe and she gets her own set of weapons with their own weapon mods, her inventory items, movement/agility related abilities, power ups, even face different kinds of demons, bosses and level design challenges.
Maybe even her own Praetor suit even if she's still not in the same level as the Slayer.
Like an expansion with more content than TAG and almost like a "smaller" game (Maybe similar to Old Blood for Wolfenstein TNO).
And another excuse to add more new ideas to the Slayer games' formula.
And it got me thinking: She'd be from the same universe as the classic Doomguy.
So think of that, then also how the D64 re-release had new levels to adhere to the new lore.
Imagine if id made a "prequel" for Crash to tie into her Slayer game, by making it a classic Doom episode (Essentially, another official wad like Final Doom, NRFTL etc).
It could raise a lot of questions:
Custom HUD face: Would they give her a face or would she still use a helmet with a screen static effect?
Besides changing the hands to resemble hers instead of Doomguy, what else would the weapon sprites look like.
Would there be new MIDI tracks and textures for walls, flats and skies?
Would there be new enemies, even if tied to some limitations?
I can imagine some like a Hellhound that's just a smaller Pinky with less health and more speed or a Gargoyle that's just a mix of an Imp and Caco.
And even a "Plasma rifle zombie" but not sure if even Dehacked allows a new enemy to drop a different kind of gun besides the base Zombiemen.
Guess it depends on the most basic ideas for demons that existed in both Doom and fanmade content, like general ideas anyone could think of..
(Or even "backporting" enemies from later games into classic Doom but it'd probably work best with only some unless they made an official thing using GZDoom or a different engine for a "retro boomer shooter" type of project; And even what a certain demon would look like under a different art style etc)
Player sprites are another thing too, specially how you view them besides co-op/DM or ripping sprites from the fame. I always thought it'd be cool if a Doom game had a "gallery mode" to preserve concept art and even show off obscure/hidden details in some sprites or just off anything just to please the OCD part of my brain.
Either way, not only would Crash get her own classic Doom adventure, another thing is how it's available.
Besides the Unity port, imagine if Crash's campaign also had a HUB area like Fortress of Doom and she had her own computer she could play her megawad/TC in.
And if Doomguy had to type FLYNNTAGGART, i guess Crash would type ARLENESANDERS (But if id ever does this port idea again, i'd suggest/like to see STANBLAZKOWICZ and KIRAMORGAN next time).
And because Doomguy has access to his classic skin, imagine Crash also having an alt skin based off a classic female UAC armor (As in, her main skin being something Sentinel/Praetor related).
And of course, a Q3A inspired skin like QC has for Doomguy.
Basically, a set of ideas to establish her role in the Doom universe they present.
Maybe the same can apply to Phobos.
EDIT: I think i forgot the idea of her having her own toy pickup.
Imagine a Mighty Crash if you will.
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I've kinda gotten interested in the pokemon gun slavery game since I learned it was actually a base building survival type deal but $30 seems like a lot to pay to watch someone piss on an established franchise. I'd bite for 15, maybe even 20 for a completed game, but I just feel like I'm getting hustled for the current price. It's funny watching nintendo take knee to the balls after decades of stagnant slop but I won't be overcharged for event, sorry. It's a project made out of spite and designed to fire a few shots in the air to scare a company but it isn't really anything else. I think I'll just wait for like a year and catch it on a sale.
Otherwise I would like to see more contenders in the creature collection ring. I can't go back and play old pokemon games because the level of difficulty is nonexistent I've realized as time has gone on that the combat system is really fucking basic and broken. Give me an actual attempt at making an even semi-original competitor with a decently balanced combat system and some challenge and I'd happily throw money at it, full price even.
I've said for years that the hard part about standing against pokemon isn't about making something better than the original IP, it's about putting in a consistent level of effort and continuing to do so while trying to make a fun video game. Literally just do anything besides rushing out half-baked entries designed to siphon money from recognition and nostalgia. Literally any effort at all it seems.
Palworld, when viewed on it's own, looks like a modded unity game with someone's OCs added in and it still makes the official pokemon releases of the last 5 years look like absolute shit out of a butt. Scarlet and Violet in particular look like cheap copies in comparison and it really sells it to me that pokemon kind of needs to die. When the big name IP is so absolutely dunked on by an early access indie project it shows that the only real staying power it has is monopoly.
Pokemon exists as it does today only really because adults with money get addicted to nostalgia and Nintendo is an extremely litigious company. How many pokemon fan games have met their axe? How many developers have avoided even trying to make a similar game because featuring things even tangentially like a pokemon is just begging for a cease and desist from the hip? There should be multiple fan projects that consist of all regions and pokemon wrapped up together in one package but there aren't because the plumber's heel finds them every time. The greedy giant jealously guards his golden goose.
I don't think I'll even probably buy palworld, in fact I think no one will remember it this time next year, but we do need more games like it. Nintendo won't take this sitting down and if the developers can somehow avoid getting C&D'd into the dirt, I really hope that more people try to make the pokemon game they want, not just eat at the trough and be grateful for anything. If you want good and entertaining pocket monsters you need to say so by being the change you want to see in the world. Realize that collectible creatures aren't exclusive to pokemon and Nintendo's control of that genre only extends so far. They know this and that's why they act so aggressively to keep that the truth.
In fact, if I was a holder of the digimon (or the monster rancher) IP I'd be getting some talks going at least. Players are hungry on a lean diet and they've just gotten a taste of a thicker, more nutritious gruel. How quickly and happily they would run to people serving even cafeteria food? Bring something truly delicious and you could boot the king off his throne.
#pokemon#palworld#there's also all the buzz about AI use with the devs so take that as you will#I'm no surprised but it does take away from it a lot if that's true
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I've been taking the development of the next Unturned update more "slow and steady" this past month than I used to. It's much more relaxing. No specific release date is planned yet, but it will probably be in early October.
Most recently, I've been working on the conversion to "UI Elements" / "UI Toolkit" - Unity's newer UI system. After upgrading to 2021 LTS, it's supported for use in the game view.
I have yet to make any big decisions about handling the Unity trouble. Some posts have suggested we can stay on the current LTS versions with the original Terms of Service. That would probably be fine for a few years (4-5?), but longer down the road, we could start to see issues on newer OS.
Unturned has custom formats for levels and doesn't rely much on Unity assets like prefabs, so automatically converting the data to another engine would be feasible. However, converting all of the code and game logic would be a massive effort. Existing mods would be unusable without the creator(s) running the conversion, and all code plugins would break.
It's also been pointed out that now could be a great time to revisit the possibility of a new project. In the meantime, I've been playing around in Godot, reading the "Game AI Pro" books - one of my weakest areas in gamedev, re-sorting my Lego by shape (sorted by color as a kid), and painting the house.
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I think we need to be careful of what we accuse Microsoft/Bethesda of here. There is no way there is even one line of GPL code in the new Doom release. They have lawyers.
What they did, and my perspective on it:
1: Build a new executable for Doom. I'll note this was done before, with the Unity engine. This is kind of just a wrapper around the Doom engine proper, which is also how the Unity executable handled this.
My thoughts are that this is mostly just a replacement for the Unity version, probably started immediately after the Unity developers started aggressively setting their engine on fire. This is necessary for console ports, and allows for Steam workshop integration and such. Should it be open source? All games should be open source. But they haven't really added anything that would be relevant for GZDoom or the like; porting GZDoom to the PS5 is the easy part, getting in the online store is something the GPL won't help you with.
2: Integrated a wad browser. This is something they're getting pushback over, because people are uploading their favorite wads, without waiting for the authors to do anything. They do have the ability to flag uploads, but these are mods by small groups or individuals, some of which may no longer be in the community.
My thoughts are that this is a somewhat community-hostile action. Running their own wad browser is inherently a bit hostile, but understandable if you want to get into the walled gardens of Sony or Microsoft: You need to be able to do moderation. My problem is more that they didn't inform the community first, giving them a chance to "pre-load" wads, and made it strongly attached to their version of Doom instead of opening it up to GZDoom and such. This could be a community resource, but this kind of splits the community between the walled garden of the official port, and the forum-based community. (Counterpoint: making it open in that way makes it kind of the default downloading method, which adds an extra point of failure to the community. If Bethesda shuts the wad browser down in a few years, that could be Bad. I'm not sure there's a good way to do this.)
3: Released "Legacy of Rust", a new Doom wad based on vintage odds-and-ends they had lying around. John Romero's posts based on this work got pushback because of this.
My thoughts are that these are usually leftover levels that weren't good enough to make the cut. Haven't played the new wad, but I have confirmed that it is in wad format, and is (mostly) compatible with GZDoom. (There are a couple minor bits that don't work right, but I'm confident that will get cleared up in a week.) I'd be a lot more nervous if this wad was baked into the new executable or otherwise made difficult to access, but it's just a wad. They even put out a few extra wads to make it easy to just import the new guns and such. Preventing John Romero from posting these bits is a dick move, but a normal company kind of dick move.
So, how much am I worrying? The new executable is mostly of interest to console gamers. The new wad is just another wad. I could probably find a hundred better ones for free. What the community wants from buying Doom is the Doom 1 and 2 wads, which are still properly available. The bit that makes me the most nervous is the wad browser, because that interferes with the standard "download wad and run it with GZDoom" procedure if it gets popular enough that people upload to it rather than the forums. (I'd worry a lot more if they had put out a wad editor, but they didn't.) Everything here looks like the normal corporate greed rather than an intentional desire to screw over the community. I don't see anything that would lead me to worry about them suing Doom source ports, or creating a new wad version that's incompatible with existing source ports and protected.
crossposting from cohost because i'm too bummed about this for only one website to contain it
there's a new OG doom release or whatever
tbh i think it massively sucks that a massive corporation — which is now owned by fucking microsoft — bought a GPL game and started working on it again and made new releases no longer under the GPL and on fewer platforms (windows only! how do you fuck this up), when the game is only belovéd in the first place because of the staggering amount of work the community put in for free over the last thirty years
doom was like the one grand success story of an open source commercial game. without the GPL release it would've ended at doom 95. there would never have been boom or mbf, never have been any such thing as a limit-removing port. even sigil would not exist. a handful of people would still play it in dosbox and that'd be about it.
they even reimplemented boom from scratch. feels weird. most of the original boom authors aren't even alive any more. maybe i'm a hypocrite for feeling uneasy about that since i reimplemented chip's challenge, but i did that to make it more free, not to make it proprietary. i'm not using community work as a marketing bullet point for my paid product. (chip's challenge 2 did that though)
they hired some doom community people for this, and, good for those specific few people, i guess. that doesn't feel worthy of applause though. like you'd be stupid not to hire the only people around who've worked on this game recently
and no one on doomworld really cares? they care about the thing they get in their hands right now. jingling keys. people are excited that more unreleased doom beta stuff is included and all i can think about is how bethesda got mad at romero and told him to stop posting that kinda thing publicly. now we know why! they can't sell john romero's doomworld posts, but they can sell adrian carmack's unused sprites
just feels sad. thirty years of stuff built on the back of an open source release and no real appreciation for how powerful that was
thanks for all the free labor, everyone, but now it belongs to microsoft. look how magnanimous they are, with all their embracing and extending
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The 25th Year | Week 1 | The Beginning
Hi, I'm Bradley! I'm a solo developer working on an open world RPG called The 25th Year.
Every week from now until I release the game, I'll be posting an update blog where I share the progress I've made. This is the first time I've ever done anything like this, so I’m sorry if it sucks.
Most of this week was spent moving to Godot from Unity and figuring out how I'd make this game work in this new engine, so unfortunately there's not a lot of visual material for me to show off.
Instead I'm going to talk a bit about some technical stuff. Specifically, I’m going to talk about the three most important things an open world game needs:
World streaming
Terrain
HLOD
First off, streaming. For those unaware, world streaming is a technique used by all open world games (and a few linear ones) to determine what stuff should and shouldn't be loaded.
There are a few different ways to go about this, I've chosen to use the grid-based cell system. (similar to what Bethesda uses)
For this, we simply split the world into a big grid of cells and only load the ones closest to the player.
This system should be fairly easy to implement, however, I haven’t started working on it yet. Why? Well, there’s a problem. You see, I want mod support. And for that, I need to support stuff like adding, editing, and removing stuff from cells.
At first glance, this doesn’t seem too hard. To add new stuff, I could just load any additions the mods make after the ‘base’ cell. For editing… well, I’m not exactly sure how I’d do that, but I’m sure it wouldn’t be too difficult. Deleting, though? That’s where I’m a bit stumped.
So far, I’ve come up with three possible solutions:
1. Load the map normally, then delete stuff.
Problem: Loading and spawning an object just to delete it is dumb and inefficient.
2. Copy the base game’s map files, apply the edits, then load the copy.
Problem: This one also feels a bit inefficient, because it’d be using more disk space than necessary.
3. Ignore Godot’s built in scene system, and create my own.
Problem: That’d be a lot of work.
I’m probably going to go with option 2 because I think it’ll require the least amount of time to implement. Though, I won’t be too happy about wasting the extra disk space.
OK, that’s enough about streaming, let’s talk about terrain!
Unlike streaming, I actually have something kinda presentable, so here it is!
Waow.
Now I know what you’re thinking. “Bradley, it’s all one color! Where’s the grass? The dirt? The sand?????” Well, I technically already have a system for coloring the terrain… but it looks like shit right now, so you’ll have to wait for next week’s blog to witness the incredible magic of colors.
As you might’ve noticed, I’m going with a heightmap system. Basically, it’s fast and easy to implement, but I can’t easily do things like caves and overhangs. I’m fine with this though, as the alternative would be to implement a voxel terrain system, which would take way longer, and would probably run way worse.
Alright, onto the last system, HLOD!
You’re probably wondering what those funny letters stand for. Guess.
WRONG! It stands for Hierarchical Level of Detail.
Basically, you take all of the models in an area, reduce their quality, and combine them all into one big model. If you’ve ever played an open world game and seen something like a town or ruin in the distance, it was probably an HLOD.
Technically, Godot already includes an HLOD system, but I can’t use it for this game. It seems like you can’t just load the HLOD on its own, so I need to come up with my own system. I’ve got an idea cooking in my head, but I want to try it first before I reveal it.
Alright, that’s the end of the first blog!
I actually wanted to include more detail in this post, but I’ve had to rewrite half of this fucking thing 6 times now thanks to Tumblr’s garbage undo system. This was actually meant to come out yesterday, but I felt was going to punch a hole through my fucking monitor, so I delayed it.
In the future, all new posts will come out Saturday, at whenever-I-feel-like-writing-it PM! Like I said at the start of this blog, this is my first time ever doing anything like this, so I hope you liked it, and I’m sorry if it sucked!
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i’m bad at questions but i’m excited for ur game! i hope i’ll be able to play it :) how long have you been making games? are u self taught and what did u use to learn?
Thank you so much !! The free demo of the game will be in the form of both an itch.io web build (works on most OS/browsers) and a Windows download. The full game will probably be download only and unfortunately probably on Windows exclusively because RPGMaker MV games no longer work on newer Mac updates. So unless I get programming assistance that’s what’s up
As for how long I’ve been making games - I work in the game industry and I’ve worked on quite a few games w small/medium teams, albeit mostly on the art side of things. Having a lot of experience with the development process means I have a pretty good idea of how to handle scope & pipeline stuff
My experience in like… actual game design/development outside of me just fucking around in RPGMaker VX Ace as a high schooler and taking like. Suuuuuper basic Java, unity, and level design classes. mostly includes co-creating the game jam game Feed 15 Fish and assisting with game design / level design stuff for the wayneradiotv Minecraft charity stream mod (im responsible for the idea of the Pig Scare among couple other things)
I guess as far as game design goes you could probably say I’m primarily self taught, but that goes with the caveat of like. My game is a visual novel/adventure game, mostly reading dialogue and making occasional dialogue choices, traversing an environment to progress the game, a couple sorta-puzzles. I’d say the cloooosest equivalent I can think of to the game’s setup is To The Moon if you’ve played that, although id say my game’s gameplay design is a bit more…like, intentional? But narrative/script is absolutely the most important part of my game, whole thing is built around that. I think knowing programming fundamentals (you don’t really have to program in RPGMaker but knowing the logic is SUPER helpful) + being really really dedicated to building around scope + being halfway decent at writing are the most important skills for the kind of game I’m making. I think the first 2 speak for themselves but like….script writing ?? I think learning that has just been like. Idk. At some point I started becoming really fascinated with the intricacies of sentence structure and wording when making jokes both IRL and online, and I think getting good at economy of wording + comedic structure + always implying shit allowed me to me gain strong instincts for writing both individual lines and larger narratives
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My Crash Bandicoot level editor
Here's a long post about a project that has been consuming my life for the last 4 years! A thing that will let you make custom levels in a Crash Bandicoot game! Let's see if it's worth Tumblring about!
Backstory: I love the Crash Bandicoot games, and the first in the series has always been my favourite game ever. In 2017 the original PS1 trilogy was remade and released on PS4 as the N Sane Trilogy and a year later it went multiplatform - including PC. I've never been a big fan of PC gaming and although I've always been a bit of a tinkerer I didn't have any serious experience with modding at that point. I had even less experience with coding (none). But the PC release of this remake came during an extremely rough period of my life. I had been searching for a while for some kind of distraction from the situation I was in, to help me get back on my feet. So I started to experiment with breaking the game in interesting ways and somehow became the N Sane Trilogy modding guy without really meaning to. And it did turn out to be a big part of my recovery too!
The first thing I figured out was custom music, and once I had the process down I wanted to automate it which lead to my first ever experience of writing "code" in the form of a .bat file. All it really did was insert a few bytes into the start of the right kind of MP3 to make it work in the game but until this point I didn't even know what a byte was so it felt like a major achievement to me.

Not long after that, I worked out how to move objects around within levels. I wanted to try doing the same thing I'd done with the music by creating a tool that would make it easy for anyone to change the positions of things like crates and enemies. I never even considered trying to make a full blown level editor, having only just learned the basics of the Windows command line.
But my quest to avoid having to find a way to create some kind of GUI took me to some strange places. I got as far as having another .bat file that used the Windows debugger to hack into the game's memory while it was running so that you could actually see what objects you were moving where, when I decided that it was getting a little absurd and there was probably a better solution.
Still not knowing what I was doing and just trying to find a simple way to display a set of points in 3D space, I ended up playing around with Unity. It took a lot of googling and trial and error but once I was able to turn a list of coordinates into a visual representation of how objects in a level file were laid out I decided I wasn't going to find anything easier. I didn't fancy trying to create the UI part of the editor from scratch within Unity though so I downloaded Visual Studio and cobbled together a Windows Forms application for the 3D view to live inside. As I was able to use C# (whatever that was?) for both components it seemed to me like a perfectly sensible thing to do.

Hindsight tells me that this was just as ridiculous as the debugger version but it worked well enough initially that it's remained as the basis of my level editor ever since.
I did restart the whole project again after a few months of work on that version. As I spent more time on it I learned a lot more about how the game worked and once I properly understood how the level files were structured I had no real way to implement that with the code I had already written that was based on mostly guesswork. But by now there were a few more people taking an interest in modding the game and new tools like model converters were appearing. So I would have needed to start again anyway if I wanted to ever have something that actually looked like a level editor rather than a swarm of unidentifiable boxes floating around in an empty space, which was still the best I could do at that stage. So that's when I started on the current iteration.

I've now been working on this version for about 3 and a half years. That may be longer than the N Sane Trilogy itself took to develop but it can do a lot more than just move objects around now. A couple of years ago I released an example custom level that I created entirely within the editor, a remake of the first level of a different Crash game:
youtube
I also put together some concept levels for an idea I had about a different approach you could take with a Crash Bandicoot remake:
youtube
These may give the impression that the level editor used to make them must have already been pretty complete by then but there is a reason why I haven't released or even made any more levels since those ones. The whole development process has been a lot of testing things under one narrow set of circumstances until they work, and then trying to generalise across the ~100 levels in the game. Or at least getting as close as possible before hardcoding in a few exceptions because of how much inconsistency there is in how the levels are put together. But it's only really in between each cycle of replacing that placeholder code that there emerges something that is slightly useable. So it's been a while.
Thankfully I am in the final stage of that now. For version 1 at least - some of what I'm doing now I'm already planning to undo later, because I'm still just aiming for something that works before I even start to worry about trying to make something that's good. I've given up on trying to find new ways to describe how much time I've spent on this. But you can hear me saying stuff like that, and get a better look at the history of this project, in the occasional update videos that I've made over the years.
Maybe I'll squeeze in a another video before it's done, or maybe I'll incorporate a brief progress update into some other more interesting video instead. But either way I'll probably Tumblr about it some more. So please feel free to use my ask page here if you have any questions or anything. I will try to be better at not ignoring them than I am with Twitter replies and YouTube comments! Maybe!

PS if you want to get custom music in your game or you want to make simple custom levels or other mods you can do all of that with this other thing I made called Alchemist.
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Congrats on your fest fic!!! can't wait to read it! This is probably Snapecase right?
Also WIP ask game. Year of the Thestral! Because I really love that fic <3
Hello, Squash! How lovely to see you! I’m sorry I haven’t been around lately. Exhaustion is the name of the game this time of year.
And yes, my beloved Snapecase! Pretty sure I astonished the mod, who has suffered through years of my neurotic stalling and revision crises. I hope this time I redeemed myself.
Ah, Year of the Thestral, a fic that vies with The Threefold Death for the title of “Least Likely to Be Read.” It’s very much about grieving, and the choice to function with a clear conscience and heart, possibly at the expense of the truth. I'm very fond of this fic, because the more I dug into how Minerva might feel once the great deception came to light, the more complex the aftermath turned out to be. And I like to make characters wrestle with their emotional angels and moral devils without necessarily besting them in the end. Because sometimes there is no right answer.
Excerpt:
The damage Hogwarts had sustained – in its structure, its magic, its purpose, its lip service to unity – permeated every instant she passed through and every gesture she made. No matter what she was doing at any given moment, she was conscious of the internal collapse of deeply bedded parts of herself that mirrored the castle's destruction. An unshakeable sense plagued her that she couldn't breathe, couldn't get enough air into her lungs, even though she knew it was nonsense and that she was swallowing down oxygen with every inhale, gasping it in, and using it to direct rescue efforts, give reassurance, and bark precautions. As long as she was breathing, she could maintain the continuity, the promise she represented, that the old, revered Hogwarts traditions lived on. Someone must live to tell the tale. The words wandered in and out of the newly ruptured spaces inside her, crossing paths with bits and pieces of what Harry had shouted at Voldemort. Snape was Dumbledore's he loved her for nearly all of his life The ghosts of speech drifted over each other, intertwined with remembered flashes of children screaming in terror, distorted voices hissing spells, the sizzle of magic in the air, the horrifying rumble of explosions, stone walls crashing down in an avalanche of death. The primal growl when the very foundations of the castle shook as if presaging the end of the world. The chaotic memories echoed against her heartbeat, making her stumble and sometimes stop in her tracks as she made another tour of the room. If I could choose, I would have it be you.
Fuck you, Severus. How dare you. How dare you.
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oh wait other updates. nothing interesting or funny like the source port thing. but I saw Doom (2016) & Doom Eternal on sale for Switch so I got them, since I don't own a PC that can run either one or a console besides the Switch. I'm Doom anon again btw
also I bought the first 4 Doom games (Doom 1993, Doom II, Doom 64, Doom 3) on Steam on sale because I figure I might try mods or source ports, or maybe make my own levels. probably I'll just play them on Switch though, except maybe Doom 3, I might play it on PC
I still haven't actually played through Doom II all the way, or Doom 64, or Doom 3. actually I hadn't read about or played any Doom for like, a really long time I think. they updated the "official add-ons" system for the Unity shell Doom & Doom II ports though so now every add-on is downloadable in either game
the Quake remaster has a similar thing, with curated mods downloadable for consoles (because reasons, console manufacturers are not big fans of mods on consoles and they need to make sure mods available aren't doing a copyright violation), and that has the Quake 64 campaign downloadable
see, when they made Quake for Nintendo 64, it wasn't a straight port. it's a bit different, though the levels are more or less the same, so it's nice they included it, even if it's not substantially different in most ways. it had its own soundtrack too
here's how this relates to Doom: the same thing happened with Doom on the Atari Jaguar. a downgraded port of Doom was made, tweaking or cutting levels from PC, as well as adding 2 brand new levels (which used the same names as cut levels for some reason). that port was then the basis for other console ports, including PlayStation's Doom, which was actually Doom and Doom II
PlayStation Doom includes all the Jaguar levels, adjusted a bit for PlayStation and adding Doom II enemies on the Ultra-Violence difficulty, plus levels from the 4th episode of The Ultimate Doom, plus most of Doom II (no Icon of Sin though, sadly). all the levels are tweaked again from PC, though less than on Jaguar because it was a more powerful console than Jaguar. the most interesting part imo though is that it had 6 new levels in addition to the 2 from Jaguar, for a total of 8 console exclusive levels
now, what disappoints me with the Unity shell remasters is, there's no official add-on for the Jaguar or PlayStation levels (which on PlayStation also had its own unique soundtrack just like Quake 64 -- same devs, actually, and the same composer; same people all did Doom 64 after they ported Final Doom to PlayStation, which was actually a mishmash of levels from the 2 Final Doom campaigns and the Master Levels for Doom II). anyway I feel like if they can release Quake 64 in Quake, why not for Doom also? put PlayStation Doom and PlayStation Final Doom on there as add-ons. why not?
like. I get that the version of the engine used on PlayStation isn't identical, it had fancier lighting effects and other differences and it was on a console. but you could port the levels over easily enough. PlayStation has an exclusive enemy too but it's just a reskin so that's not a problem
it just bugs me that if you want to play those levels you gotta play the low-res PlayStation version with its terrible framerate, which I can't do on my Switch
You said there's nothing funny in this message but then you named like 8 (is Final Doom a difficulty or an actual game?) different Doom games 😭😭😭😭😭 djdjsfjjfjdkskfjfjkfjfj also you have like all of them???? That's so cool!! And yeah I'd be mad as hell if I was stuck playing any low-res version of ANY game lol
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