![]() ![]() Feel free to contribute :) IMPORTANT: Due to lack of time I do not make much improvement to the guide. I will update more along the way as I am learning along. I've got feedback from a few people on the Prodeus discord already but it would be great to get some Mapcore feedback. Level Editor Guide By Wildride300 Basic information about the level editor. This is intended to be the 2nd map in a 3 map campaign. I wish more devs would realise how important good weapon sound and overall combat feedback is in games. A map Im designing with the built-in level editor from the game PRODEUS. The focus for next week will be making the finale pop. 123 3 4 Prodeus Arsenal - doom 93 style KanicheDawG View artwork Just played the first map and WOW The visuals and the sounds, especially the sound of the pistol is amazing. An early access version was released on November 9, 2020. 1 The game was crowdfunded by a successful Kickstarter campaign in April 2019. What I hadn't accounted for was a max draw distance (including the faces which draw the sky), after adding in a bunch of far off cliffs and huge sky I had to re-make everything more compact and redo the geometry for the sky to be an octagon rather than a square to ensure no playable area was greater than the max draw distance to any part of it. Prodeus is an indie first-person shooter video game developed by Bounding Box Software and published by Humble Games. Allows for old-school level construction. ![]() From the intricate and superb map design to the range of destructive. Its clear from the start that developer Bounding Box Software knows their stuff, and they know it well. I like a Brawl Stars editor too, but publishing map is a mess. Its a bloody and brutal shooter hearkening back to its old-school roots, in part due to its small team of veterans of the genre. Coming from a hl2 background not worrying about vvis seemed liberating. I thought about DOOM (2016) too - they have SnapMap editor. When I started Turbulence I wanted to try making a super open level as I'd heard Prodeus largely renders all the geometry all the time so optimisation comes from aspects like total face count, dynamic lighting and the number of nearby particles. Removing several soft locks (checkpoints not resetting level state has required a lot of mover re-scripting on player re-spawn)įixing a number of other bugs that came back from testingĪdding geometry in the distance has been an interesting experience. a fully-integrated level editor, and a built-in. Polishing particles and scripting on all 4 plane interactions 30., Prodeus teszt Retro shooterek, flre az tbl, gy kell vrbeli. Optimising a lot of geometry and then optimising it again, I'm approaching the recommended 15k max so every face is precious ![]()
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