@@arkgaharandan5881 yeah I think so too. I'm not 100% on this yet. As long as it ends up creating immersion rather than breaking it by being distractingly bad.
I've been incredibly impressed with this game for years now. I cannot wait for a full release. Not many games scare me but this one does. Absolutely outstanding work from top to bottom. Hope I can buy it on GOG someday... someday soon.
How does working in the Selaco engine fork of Ultimate Doom Builder, along with any additional tools it includes, differ from using the standard Ultimate Doom Builder and the tools commonly used for GZDoom development?
@@normietwiceremoved The tools aren't much different. Selaco's Ultimate Doom Builder is pretty much the same with the exception of some scripts available to Selaco specific actors. So mapping isn't much different. Elsewhere, the engine has some changes and is based on an older version of gzdoom, so for me, a lot of things based on newer features don't work and the solice of community becomes irrelevant because of changes to the base engine. But if you spent some time with it, and already have a good understanding of zscript, it could comfortably be a similar experience. To be clear, I'm not making this mod in Selaco's engine or with their tools. I did try it, primarily for their addition of a flashlight that can move/ be updated at a greater rate than 30fps, so it's a lot smoother, but my dependencies require features not present in Selaco.
i love that you put voice acting in the game, it really helps indie games become more immersive.
@@arkgaharandan5881 yeah I think so too. I'm not 100% on this yet. As long as it ends up creating immersion rather than breaking it by being distractingly bad.
It helps that the voice acting is very good so far.
Miller.
Since I'm part way through watching The Expanse, that name seems very apropos.
I've been incredibly impressed with this game for years now. I cannot wait for a full release.
Not many games scare me but this one does.
Absolutely outstanding work from top to bottom. Hope I can buy it on GOG someday... someday soon.
@@AndrewD8Red Thanks for the long-time support!
@@ditheredoutput6148
Thank _you_ for the fantastic game.
How does working in the Selaco engine fork of Ultimate Doom Builder, along with any additional tools it includes, differ from using the standard Ultimate Doom Builder and the tools commonly used for GZDoom development?
@@normietwiceremoved The tools aren't much different. Selaco's Ultimate Doom Builder is pretty much the same with the exception of some scripts available to Selaco specific actors. So mapping isn't much different.
Elsewhere, the engine has some changes and is based on an older version of gzdoom, so for me, a lot of things based on newer features don't work and the solice of community becomes irrelevant because of changes to the base engine.
But if you spent some time with it, and already have a good understanding of zscript, it could comfortably be a similar experience.
To be clear, I'm not making this mod in Selaco's engine or with their tools. I did try it, primarily for their addition of a flashlight that can move/ be updated at a greater rate than 30fps, so it's a lot smoother, but my dependencies require features not present in Selaco.