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Quake Planes #390314
12/26/11 22:10
12/26/11 22:10
Joined: Dec 2011
Posts: 1,823
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Reconnoiter Offline OP
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Reconnoiter  Offline OP
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Quake Planes - Version 2

Download mirror -> Download link (Gamefront)

The game
Quake Planes gameplay aims to play like the shooters in the good ol' days (such as Doom and obviously Quake). You kill enemies, pickup items, equip new weapons, get the key and kick some bosses ass.

Enemies drop powerups which you can pickup to permanently become stronger. The effects of these powerups stack. You take these bonusses along to other maps and there are five powerups:
1. Health Bonus (increasese health regeneration)
2. Armor Bonus (increases armor gained from armor pickups)
3. Damage Bonus (increases the damage you do)
4. Speed Bonus (increases movement speed)
5. Ultimate Bonus (does all what the other bonusses give)


This is still a demo version hence the 'v0.2', it still only contains two maps.

Key bindings:

*WASD -> movement
*SHIFT -> sprint
*SPACE -> jump
*LEFT MOUSE BUTTON -> attack
*RIGHT MOUSE BUTTON -> alternate attack
*MOUSE SCROLL/1/2/3 -> switch weapon
*ESC/F10 -> menu


See the readme which can be found in the ZIP file (along the game) for more info (credits, difficulty levels etc).

Changelog version 2 (also in the ZIP file):

* alternate attack added for weapons.
* difficulty revised.
* more pickups.
* KEYS added.
* new enemy: Turret.
* new areas.
* fixed music system.
* more lights.
* fixed some other bugs and things.


Known bugs:

- load bug.
- buggy movement aside walls.


Please give feedback, with your help I can improve this more and more!

Last edited by Reconnoiter; 02/08/12 16:58.
Re: Quake Planes [Re: Reconnoiter] #390315
12/26/11 22:43
12/26/11 22:43
Joined: May 2009
Posts: 5,370
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3run Offline
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Not bad for a first project, but it wasn't fun to play.
Plus, I advice you to do not use models from Quake in your project, but only as a placeholders.
Anyway, this is perfect for a first project, keep it up! And good luck. laugh


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Re: Quake Planes [Re: 3run] #390332
12/27/11 12:05
12/27/11 12:05
Joined: Dec 2011
Posts: 1,823
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Reconnoiter Offline OP
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Thank you for your comment!
Not that I feel offended (more curious), what did you find lacking with regard to fun? Since I mainly use this project to hone my skills, I am interested in what people find the most striking improvement points.

Re: Quake Planes [Re: Reconnoiter] #390336
12/27/11 12:31
12/27/11 12:31
Joined: May 2009
Posts: 5,370
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3run Offline
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I didn't meant to offend you, but I guess you've posted your project here, to receive some criticism.
Game is to linear, I mean, all enemies are acting the same way, only two kind of weapons etc.
You should consecrate more on gameplay. I turned off the game, as soon as I died..
Make some idea for game, not simply go from point A to point B while killing everyone..
Make in as in old games, like find key A to go throw the door A, etc.. Make elevators and so on.


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Re: Quake Planes [Re: 3run] #390340
12/27/11 13:43
12/27/11 13:43
Joined: Dec 2011
Posts: 1,823
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Reconnoiter Offline OP
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I know you did not meant to offend, I was just curious for your opnion wink. Thanks for giving me constructive feedback, now I know alot better what I can improve and add. Back to work for me it is.

Re: Quake Planes [Re: Reconnoiter] #390390
12/29/11 12:15
12/29/11 12:15
Joined: Jun 2011
Posts: 133
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nomis23uk Offline
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Posts: 133
My suggestions are:

Make an intro into the game instead of instantly starting on level 1. perhaps show me a menu first.

Make the game auto save.

Improve animations instead of gun moving perhaps move the arm or a finger when firing.

Theres not enough variations of light, some times I found it hard to see where to go, perhaps add in a torch light?

Just some ideas to get you going some more laugh


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Re: Quake Planes [Re: nomis23uk] #390393
12/29/11 13:26
12/29/11 13:26
Joined: Dec 2011
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Reconnoiter Offline OP
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Thank you for your comment, I will take these into account laugh.

The current version is hard in the beginning, but in the next version it will be easier (healthpacks, more ammo, less enemies in beginning, alternate attacks with weapons etc.). Since the beginning is hard, I was wondering if someone played maps 2 already (the one with white/black walls and hovering lizard-like creatures)?

Re: Quake Planes [Re: Reconnoiter] #390404
12/29/11 21:06
12/29/11 21:06
Joined: Jun 2011
Posts: 133
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nomis23uk Offline
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ill play it again and try and survive long enough.....


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Windows 7 64bit
QuadCore i7, 6 gb ram, ATI 5970
Re: Quake Planes [Re: nomis23uk] #390405
12/29/11 21:11
12/29/11 21:11
Joined: Jun 2011
Posts: 133
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nomis23uk Offline
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hhmmm still only get as far as the walkway on level 1. just too many enamine on that walkway and not enough bullets to kill them all.

something that you should have noticed when play testing your own game to be honest.

let us know when there is an update wouldnt mind giving it another go....

EDIT: ok now im seriously annoyed! after several attempts I finally got to level two but when you spwan in or it changes level there is an enamy right under the spwan gate / portal and I landed on his head and tryed to moved out the way fell of the edge and fell to my death.

also not sure if its a bug but I find myself randomly sticking to the floor or edges of walls.....

Last edited by nomis23uk; 12/29/11 21:17.

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Re: Quake Planes [Re: nomis23uk] #390432
12/30/11 12:18
12/30/11 12:18
Joined: Dec 2011
Posts: 1,823
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Well to be honest with you, although I found it challenging I did not find it that hard. But than again, since I build the game I know where some hidden ammopacks lie and which weapon to use at the right moment. You should use your melee weapon as much as possible to save ammo (read against as many melee attackers as possible). This way you should have enough ammo against ranged enemies. Futhermore, you can avoid some enemies to if your ammo is depleted.
But this is definetely a mistake of mine, I did not think of the fact that this was not as clear and obvious to others than to myself. However, I have taken this into account for the next version so I advise you to wait for that one.

And you were still not in map 2 :P, you were in the second part of map 1 }:). In the next version the second part of map 1 will not be so annoying too btw. Anyway, the reason why I asked that because in map 2 you get the third weapon (it is behind a destroyable wall) so you have alot more ammo to waste on foes.

May I ask where you stick to walls/ground? This is probably a bug.

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