DUSK

A new twitch shooter that takes its roots with Quake and has a lot of graphics options to emulate the look of that era. It releases on October 31.
The first episode is available for those who (((pre-purchased))) it.
It single player experience has been good so far. Will have to see how the other episodes play.
Has been shown very briefly in a video. Nothing to actually demonstrate it has been shown.

With the basic introduction done here are my quick pros and cons
+Fast & Precise Movement
+Responsive Guns
+Small but Varying Enemy Design
+Decent Soundtrack

-Done to Death Theme
-Lacks Detail in Art Design
-Gun Variety Could be Better
-Moderate Level Design
-Janky Physics (Unity)

For those just starting the game here is some basic information.
Morale = Armor
Pick Cero Miedo For Difficulty. Anything below is just too easy.
If you've beaten the game and would like more of a challenge without playing the hardest difficulty turn on intruder mode. It adds the element of ammo conservation to game. Which the standard game needs more of imo.
Press Tab see how many enemies and secrets are left.
Some secrets are behind destructible walls marked with cracks in them. You will need Jerry Cans or Exploding barrels to break them. Riveter (Rocket Launcher) and Mortar (Grenade Launcher) will NOT work.
Throwing objects at enemies generally instagibs them.

Other urls found in this thread:

steamcommunity.com/app/519860/discussions/0/1471967615883947928/
steamcommunity.com/app/519860/discussions/0/2579854400741021727/
mega.nz/#!bopDCTza!6PIpA_VFgutJPv3KbhHF12NktCPOOttWiX9OSl1VPiY
godotengine.org/article/beta-release-python-support
godotengine.org/article/dlscript-here
twitter.com/NSFWRedditImage

wow dave quit shilling your shit.

obvious shill is obvious

Aside from the 2gb ram requirement. What else do you hate about it?

...

Looks cool, Quake throwback FPS is something I would be very interested in…

b u t

I just HATE the hillbilly aesthetic and monster design. Its too much Redneck Rampage and not enough Blood, so I'm going to take a pass.

It is episodic as Doom 1 or 2 is episodic. Please make sure you know what you are talking about before you post.

It's not episodic like telltale games. Its just has episodes structured like Doom or Quake. All episodes come under one purchase or pirate.
Completely irredeemable
This is something I thought they did a poor job at. The models on enemies are all pretty good but they shamelessly use this disgusting tree border repeated around most outside maps. Also a lot of improvement could be made in the architecture. They mostly just have flat large surfaces. Quake couldn't have small models of items yet it still looked better to me because they added lots of juts and insets with different textures to walls.

That's not what I'm talking about, nigger.


Is it going to be 100% available on release, or are we looking at a Kentucky Route Zero situation where your purchase gets you the episodes "as they're finished"?
Just going by screenshots here, so I can't tell if this is representative of the game as a whole, but to me, this enemy is an example of low-poly done right. The textures have the right level of detail without falling for the "Ultra-HD Textures on Low Poly!" meme, nor taking the low-effort indie route of flat shading.

Strafe did a great job of that too but the gameplay is shit.

they just released the first episode real early, when actual release date comes out they'll give you the whole cut .

I always assumed this but I went to find proof that they said that but I couldn't. Do you have any?

There's two developers that confirm you get everything else at release date.
steamcommunity.com/app/519860/discussions/0/1471967615883947928/
steamcommunity.com/app/519860/discussions/0/2579854400741021727/

Why not just play Quake instead?

It's $(date +%Y) and you still can play Blood only if you have a powerful enough PC.

I wasn't really blown away or particularly disappointed. I kind of liked the level design, had some interesting alternate routes. I think some better sound design and more frantic combat would do it some good, it loses steam in places to me and I don't mean just the exploring around for secrets part of it.

I assume Strafe is beyond fixing, recall it having bad performance and every encounter just being a funnel of enemies and bullshit silent behind the back teleports.

Strafe doesn't actually look like a 90s fps. It looks more like Minecraft era pixelshit.

They definitely weren't keeping to the same poly budget and it sticks out. You sound like a faggot calling everything Minecraft though.

Keep this dumb meme game shit on reddit.

Already played Quake. Having booted up Quake several times to compare certain aspects of the game I've noticed they have a few distinct differences. Namely in dusk the lack of hitscan enemies makes it so you can often run into areas and focus on dodging to stay alive.
However don't be confused. Quake is a superior game.


Its fine that you think that. Though what makes you think that?

I'm not going to install a Unity game

I'm still playing Quake, doesn't mean I don't want something new.


Kill yourself retard

Some of the biggest issues in this game come from Unity. It has an unneeded physics system that act like everything is made of Styrofoam coated with grease. Really takes away from the game. The lighting and shadows in this game are really disgusting. Shining a light on a shadow just makes that texture lighter. You can still see the outline of the shadow. Also when you destroy a table or anything similar the shadow doesn't disappear.
However there have been some notable unity games in the past. Such as DreadOut, Rimworld, Verdun and TIS-100.

Why the fuck are people using Unity when you have Godot? It's truly 100% free and you can sell your crap without a (((license))).

Minecraft really got the ball rolling when it comes to lazy pixel art in indie games. Granted, minecraft actually looks alright despite the fact Notch wasn't exactly an artist. Most games that do the low res thing have it done that pretty poorly since they can just excuse it with "lol its supposed to look bad. is call retro you fuck", even though most old 2d games look 10 times better than indie pixelshit. Usually it's low effort, and the good pixel art would usually look better with more resolution.

You faggots know this developer is unironcally a cringe fest communist with interviews about communism being the best system on their youtube right?

Because Godot is still barely working in 3D, has pretty bad docs, and no community support.

Because Quake is shit?

What are you talking about? The developer's YouTube is redpilled as fuck.

WHERE'S THE TORRENT FAG

Here, breathe in this toxic game
mega.nz/#!bopDCTza!6PIpA_VFgutJPv3KbhHF12NktCPOOttWiX9OSl1VPiY

Nigger in the original games the only maps that have sergeants are the first maps in each episode with maybe a few stragglers on the second. Shamblers while technically having a hitscan attack have a huge windup, and only use it maybe once every 5-10 seconds. You can either use cover or if there are other enemies around move so that they are between you and the Shambler and take the hit instead. Every other enemy is either melee or fires projectiles with travel times. Stop talking out your ass.

The game looks like garbage compared to Devil Daggers or Q2/UT but it does look pretty fun, will try before I buy though.

Personally I ruled it out based on the scripting language choice, which is the worst possible.
Scripting language choices, ordered from good to bad:
> in-house scripting language inspired by a bad language

>Having fun
Nah, fuck this difficulty mode

What makes Lua significantly better than Python? I haven't used it but I like Python quite a bit.

Isn't the dev of DD working on another game using a modified version of Lua? I remember seeing some of the artwork and it had a similar vibe to DD.

*modified version of unity

It doesn't do stupid shit.

Python is a mess of a language.

I think so. Gameplay-wise it's rotten to the core, and just isn't fun.

I'm not talking about faithful it is to the 90s fps aesthetic, but merely how well it handled low-poly art and enemy design which, to me, was the one thing they did right.

Well yeah, anything that is merely "decent" is going to look like shit when stacked up against the best.

Since I like C style the most I can see the point of all those except for
Why would anyone do this? It'll just make your shit look weird when someone else looks at your work with a different tab size in their editor. In fact you should just never use tabs in any language that doesn't differentiate between tabs and spaces.


But the best is what we should compare everything to otherwise we wouldn't have standards. Not doing this is why AAA games have become so shit, people just excuse their blunders as "Well you can't compare them to older games because we can't expect modern games to be as good as them." The reason we can't expect that is because people use this excuse.

Isn't duskmare the one hit death mode? Why are you acting so surprised about it?

about the tabs and spaces it isn't even about formatting, shit won't even run and then you gotta hunt down tabs/spaces which is totally retarded.

How is any of that relevant when you can instead code in C# and get the best of literally anything?
LUA's for faggots and WoW addons.


It is indeed that, but it's a lot of no-fun though. It invalidates health pickups or armor completely. I'm not oposed to a OHK gamemode, but it should be a separate choice like Intruder mode is, not just an higher level of difficulty.

I wish the highest level of difficulty didn't had the OHK thing but kept the speed of your enemies, that shit was brutal.

It shouldn't run because you shouldn't be allowed to write script that is harder to read with no benefit to it, and if you don't think keeping a consistent style is important then clearly you've never worked with others before. When I work on a team in C anything they write is checked with tablen otherwise I don't pull. Just set your editor to replace tabs with spaces and never worry about it.

This is exactly is where the games differentiate. For a lot of the encounters in dusk I can focus on keeping distance and dodging projectiles while determining target priority. Playing peekaboo with corners is present in both games but more apparent in Quake. You tried Devil Daggers why not try this game?

fuck off shill
someone bomb the thread with porn

People like you should hang from trees.
Fuck outta here with this "press Space 4 times instead of Tab once", all you faggots ever do is make the code misalign in every single line.
Motherfucking TAB exists for a damn reason, to keep identation uniform.

I never press the spacebar when formatting, I just have tab set to 4 spaces. Have you never interacted with another programmer in your life? This shit is common knowledge.

What is common knowledge is that I can use TAB to set comments after vars so they are exactly side by side by using TAB, where replacing it with 4 spaces fucks that up.
What is common knowledge is that deleting one character instead of 4 is easier and faster.
What is common knowledge is clearly seeing parts of the program aligned properly relatively to their scope and knowing I only have to delete one charater to align it upwards.

If it doesn't have QuakeWorld physics count me out. Still waiting for another game that has that (CPMA was similar but it is ded)

Is this that one with the awful puns in the trailer?

won't open for me smh

Godot 3.0 supports C# natively and python, C++, and any language you care enough about to bind.
godotengine.org/article/beta-release-python-support
godotengine.org/article/dlscript-here

Only BRs would make a language this dumb

I just copied the stuff directly from my Steam directory, I don't know if any cracks are required to make it run without Steam

Ah forgot about the new C# support.
Can users mod the scripts?

Lua isn't perfect, but it's the best dynamically typed language I got to use.
There are statically typed scripting languages like AngelScript (that's what I use), that don't have all the bullshit that comes with dynamic langs.

I just looked up a bit about Static vs Dynamic typing and I'm confused as to why Lua is dynamically typed if it's intended for embedded systems. The run-time safety checking would just add more bloat when Lua is intended to be lightweight.

Should've clarified in the original post that I was talking about physics of the objects in the game. Not the physics relating to movement of player. Rocket Jumping, Surface Frictions, BHoping, etc. It does have rocket jumping but its rather limited for the grenade launcher because they have detonation restricted for at least .5 seconds after firing. Bunny hopping is really forced. You can go faster by jumping, holding forward and a strafe key. You don't have to alternate strafe keys and you lose all momentum after release the forward key even while in the air. Probably not something you will enjoy if you're looking for tight movement physics.
Also the lack of a indicator for speed or console commands for that matter make it hard to test anything.


I don't think so? Watched the two official trailers and didn't see any puns.

Found it

>Be branded a Heretic
>Quake in fear
>Meet your Doom
LOL

This is pretty disgusting. I don't think it's official though. Don't understand why someone would plug someone else's game? That whole channel seems foul.