I would like to have more monsters for the beginning of the game. That means only harder and bigger monsters can be added and no primitve monsters for the beginning. So there will be only new levels after the ones that are already in the campaign. the campaign or the first couple of maps in it is set. and when!?īut I think to add new content (Textures, Monsters) will be difficult now. I'm currently busy doing other stuff, but this game is on my list and i really want to dive into building maps for it.We have to wait wat comes up. so, you have a list of all user created maps and you can go ham. the custom maps are also included in the game. anyone familiar with level editors should feel right at home. the devs also have very in-depth guides on their youtube channel. the art style of prodeus is rather blocky which makes it interesting to me to come up with designs. it reminds me of trenchbroom, the quake level editor. it's actually the editor the devs used to build the maps for the game. What really got me interested is the level editor that's included. overall reminds me a lot of doom 2016 but with the original doom monsters. if you don't like the pixelation effect, you can disable it or choose something else. recently i've watched a streamer play through this game and now i'm really intrigued. I have this game on my radar for a while now. So, it looks bizzare intentionally lowres something that would like like a modern game sort off (maybe not latest gen but modern enough).Īnd when they do that, it looks worse than what Doom looked at 320*200, maybe because the models and textures are not designed for lowres, while in the past the artists would target to do things that looked good and more clear in lowres.īut if they have some nicely designed non procgen levels and the rest plays well, I will be sold. Most of the roguelike or even not roguelike, somehow they miss that thing, and advertise themselves as "Blast from the Past, like the oldschool FPS" and so on, usually being intentionally retroing the visuals (which I wouldn't care with or without), having the classic non realistic fast player speed, goofy enemies, splatter, not reloading, etc (which is fine but easier to do in your project than actually do great level design which is what all those oldschool commercial FPS were doing, the reason I am still playing them from time to time). But it did some good level design like in the past I think. Besides the rest being also spot on, shooting feeling, enemies, player speed, etc. It just has the level design, secrets, that atmosphere of finding new places and exploring and discovering hidden weird things and so on. I wouldn't even care if it looks retro or modern actually. The first time I think a retro indie FPS nailed was with Dusk. I was dissapointed by a lot of indie FPS who didn't do interesting level design or went the procgen maps approach (sometimes called rogue-like).Īnd I want indie devs to resurrect the genre, it's interesting to do more, but hopefully do it right. I am not a big fan of the whole make things intentionally retro, however I will play such games if they offer in other domains. So while I understand that some people would like to see that as an option in Prodeus I PERSONALLY do not have an issue with that simply because I would have switched that on right off the bat anyway. For me sometimes it's not about making everything as convenient and clear as possible. It doesn't do wonders to image clarity but I liked how it looked and I enjoyed the game more while experiencing it like that. A couple of weeks ago I played Project Warlock and while I felt the pixelization was a bad idea in that game I did use a lot of glitchy CRT effects the game offers. I've recently been playing Deathless and I did set Gzdoom to scale the resolution down to 320x200 because it felt more appropriate for the vanilla level of graphics and details.īut that's just a whim of mine. The same thing with vanilla DOOM mapsets. For instance for Dusk I always have the pixelization option turned up because it just feels more "authentic" this way and I enjoy the experience more even though it's harder to see things. But I also think there's something about having the resolution match the graphical fidelity. When I play older games I do always prefer to be able to set the resolution to 1080p for the purposes of clarity. It's a bit of an open question in my opinion. It doesn't matter about asset quality IMO: any first person game has distance as a factor, therefore higher resolutions (allowing you to see more detail on geometry that's further away) is never a bad thing. I play Doom and Quake at 1080p and they look excellent. I don't personally get the "low resolution is good for retro games" argument.
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