A terminal (was to give hints, system fell through).Unfortunately it can get content ID’d on certain platforms, so if I ever stream this it’ll probably be muted. The opening music is an instrumental for Rainbow Factory. The final note is I use Aubrey Hodges’ Doom Playstation soundtrack as a placeholder. Atmosphere’s involvement, which would carry through into the finished project. By episode 2 it completely deviates from anything to do with the main Rainbow Factory mythos aside Dr. The story was overall the same, and a bit more complex than I liked it to be. The vending machines were janky but sometimes they worked – and they’d offer you food, ammo and other things. Atmosphere’s boss fight is underwhelming. However, the idea you could actually just do a pacifist route with the boss.ĭr. The boss is an asshole who immediately attacks you with little room for maneuverability – I should have given them a delay. You can lose, you can win but lose Aurora, and you can win and escape with Aurora. The story is a bit different – mainly because there are three endings. Only 23 of them are accessible because of a bug I cannot for the life of me fix. If you’re familiar with how Rise Of The Triad or even Doom does it, it’s very similar to how they tag things. There were some changes to the map format from Wolf3D’s default map to allow for floor/ceiling textures, tagged tiles that allowed objects, walls and switches to be daisy-chained along. You could buy all sorts of things from them – food and ammo! They are admittedly more useful in this game than in the future iterations. I hadn’t yet converted the final boss and their posters away from Rainbow Dash’s to Maimbow/Lightning Dust’s… Surprise used a Rainbower prototype – one you can wield too if you can find it. The enemies were mostly hitscanners… the weird, Wolf3D type with damage falloff. Play through the prototype yourself to find it. I refuse to show it, that’s how embarrassing it is. However this lead to the impossibility of making set-pieces like the Pegasus Device. Wolf3D’s limited grid-based, tile-based map editor allowed for levels to be designed quickly. Scoot Hard: Rainbow Factory/Scoot Hard SDL (November 2012, code patches in 2020-2021)Į1L1 as opened through Wolf Data Compiler. I will also point a bit of minutiae some people might not know about Project Absentia’s codebase. I also will be doing my best to avoid spoilers for those who don’t want to be spoilers, so some enemies will be skipped, and details about lore that has changed that affects the story will be minimal unless it related to a core gameplay mechanic. However, I will show off the sprites from the various enemies and how they evolved. I will also be focusing on the common enemies through the series of prototypes. I will mainly be focusing on E1M1/MAP01/E1A1/E1L1 – aka the first level that appeared in all Project Absentia’s history. Project Absentia Alpha Build 1163 (a recent build of Project Absentia, bundled with WIGZDoom 4.6).Scoot Hard DX Beta 3.1 Build 798 (the last version of SHDX before the initial 1.0 release, bundled with WIGZDoom 4.6pre).Scoot Hard DX December 2020 Build 152 (the last version before Metal Neon came on, bundled with GZDoom 4.5).Scoot Hard DX Pre-alpha Build ? (bundled with an ancient copy of WIGZDoom, dated August 2013).Scoot Hard: Rainbow Factory (aka Scoot Hard SDL, Circa 2012-2013, Code fixes in 2020-2021).I decided to focus on some of the major differences between the following games: That’s when Scoot Hard DX was forked to Project Absentia, after some ideas were conceived. After it’s completion, several people suggested we go commercial. Scoot Hard DX was admittedly a very… crazy fangame. Rather than a Post Mortem of SHDX proper, this is more of a technical and graphical analysis of the difference between various milestones. The development was longer than Daytime Drama’s development, and is still on-going. While it’s too early to do a Post Mortem on Project Absentia, Metal Neon suggested I do a writeup on the history of Scoot Hard SDL, Scoot Hard DX, and Project Absentia for an upcoming event.
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