Author Topic: Announcing a new mod: Cube 1997  (Read 3997 times)

0 Members and 1 Guest are viewing this topic.

BloodRayne

  • Old Forum Goer
  • Full Member
  • ***
  • Posts: 136
  • Karma: +13/-0
  • Doom Newbie
    • View Profile
    • Grimm Quest for the Gatherer's Key
Re: Announcing a new mod: Cube 1997
« Reply #15 on: July 15, 2015, 11:19:50 AM »
Nice work, will you touch on the more crazy stuff of the latter films or are you using only the first one as guide?

No I will only focus on the first movie, the first cube. Trying to recreate that experience.
I've also thought more about the numbers/hint system. I'm thinking of a certain type of calculator that the player needs to use (mini game sort of thing) and an NPC to accompany him in some form or another. I'd like it where it plays like one of those old adventure games. So you encounter a room that's filled with green gass. But earlier up you saw and old vaccuum cleaner, you fix it up and clear out the room. That sort of thing.

Finished the door models and animations:

« Last Edit: July 15, 2015, 11:29:17 AM by BloodRayne »

BloodRayne

  • Old Forum Goer
  • Full Member
  • ***
  • Posts: 136
  • Karma: +13/-0
  • Doom Newbie
    • View Profile
    • Grimm Quest for the Gatherer's Key
Re: Announcing a new mod: Cube 1997
« Reply #16 on: July 15, 2015, 04:12:35 PM »
Finished the prototype room. Working on populating the first map. :)










PyroGXPilot

  • Newbie
  • *
  • Posts: 3
  • Karma: +0/-1
  • Doom Newbie
    • View Profile
Re: Announcing a new mod: Cube 1997
« Reply #17 on: July 15, 2015, 06:37:49 PM »

BloodRayne

  • Old Forum Goer
  • Full Member
  • ***
  • Posts: 136
  • Karma: +13/-0
  • Doom Newbie
    • View Profile
    • Grimm Quest for the Gatherer's Key

argoon

  • Sr. Member
  • ****
  • Posts: 275
  • Karma: +21/-81
  • Doom Newbie
    • View Profile
Re: Announcing a new mod: Cube 1997
« Reply #19 on: July 17, 2015, 08:17:23 AM »
BloodRayne looks fantastic congrats, and i see that the cube already claimed some lives. I just hope i'm smart enough to survive it.

BloodRayne

  • Old Forum Goer
  • Full Member
  • ***
  • Posts: 136
  • Karma: +13/-0
  • Doom Newbie
    • View Profile
    • Grimm Quest for the Gatherer's Key
Re: Announcing a new mod: Cube 1997
« Reply #20 on: July 28, 2015, 04:50:13 AM »
Thanks Argoon. :)

Yeah been working on/off on this. I'm working on trying to make the entire thing dynamic, it's very much like a dungeon crawler, only without the items. One of the challenges I'm currently working on is a simple level with several types of cubes, where the entire navigation isn't done my mapping it out, but by using dynamic teleporting. For this I need portals, which is the next thing I've been working on. This way I don't need to map out the entire cube, but I can simply create paths in script, the teleports will lay them out.

argoon

  • Sr. Member
  • ****
  • Posts: 275
  • Karma: +21/-81
  • Doom Newbie
    • View Profile
Re: Announcing a new mod: Cube 1997
« Reply #21 on: August 25, 2015, 01:11:33 PM »
Hey how is this mod going? :)

Btw played Grim today, fantastic game.