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onarliog: And hey, if you happen to be in need of a composer, you know who to ask :)
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F4LL0UT: Argh! I'm a composer! I'm a composer!

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onarliog: (btw, did you catch that part for a little while when I was working on a two color bitmapped FPS? :D)
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F4LL0UT: AAAAARGH!

Nah, of course I'm kidding with my reactions. Although I am somewhat in awe that it's the second time I see you doing a project similar to mine just as I've finally decided to focus on a specific one and got things rolling. :D
Sir, you got the wrong person :)
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jefequeso: I get regular emails from people offering to write music for my games, and I'm always like "umm... that's literally the one thing I KNOW I can do well." I hate to be on the other end of things, but then that's the only way you even have a chance of finding composition work :P
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F4LL0UT: Exact same experience on my end. Even some music duo whose music was featured in Hotline Miami actually sent me an email several months ago offering their services. I wonder how they even found us. I understand that these weird companies offering PR services and stuff for mobile games either use algorithms or buy lists created by other companies to automatically email anyone remotely fitting the profile of their potential customers but I wonder how creative guys end up emailing a company that's published a single and rather unknown mobile game.
Oh wow, that's really discouraging. You'd expect that someone who's had work featured in Hotline Miami--a very popular game lauded for its soundtrack--would have offers coming to them, rather then having to go out and find work.

I almost think it's easier now to just make your own game and write music for that than it is to find work as a composer. At least in my and my brother's experience.
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onarliog: Sir, you got the wrong person :)
Lol, indeed. I responded to the correct post but got the quotation tags wrong. :D
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jefequeso: Oh wow, that's really discouraging. You'd expect that someone who's had work featured in Hotline Miami--a very popular game lauded for its soundtrack--would have offers coming to them, rather then having to go out and find work.
Well, I guess that was the case for some of Hotline Miami's musicians but not all of them. It surely didn't help that it was a soundtrack featuring numerous artists.

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jefequeso: I almost think it's easier now to just make your own game and write music for that than it is to find work as a composer. At least in my and my brother's experience.
My experience as well. I mean, I have composed music for several dozens of games but none of them got nearly enough recognition to get me the amount of rep needed to get larger or at least really interesting projects.
Post edited January 09, 2016 by F4LL0UT
Hey all, I've got a very rough build of the level I've been working on up for download. There's not much to see, but I'm feeling a little unsure of the direction I'm going and am just looking for whatever feedback you might have.

http://ironsnowflakes.blogspot.com/2016/03/super-rough-level-design-build.html
Basically:

Focus on movement over cover (be quick or be dead)
Enemy variety (escape the terrorist dude with a gun archetype)
Weapon variety (Better to have 10 different weapons than 30 similar assault rifles)
Blood

If multiplayer is present: bots.
A decent single player campaign with as little scripted cinematics as possible

^_^
Post edited March 14, 2016 by Falci
- Non-linear level design. Refer here : http://cdn.duelinganalogs.com/wp-content/uploads/2010/11/fps-map-design.png
- Difficulty levels. Some people are pansies. Some can handle challenge.
- Running all the god-damned time. No sprinting. I want to run like an electrocuted cat across velcro.
- Episode Level-based design. Short 30-60 minute levels, broken up into episodes, each with about 10 levels.
- Save anywhere. No stupid checkpoints.
- Actual secrets. None of this "run to the back of a pillar, and voila! Secret!" (looking at you Painkiller)
- Having it be moddable with a level-editor would go a long way towards extending its life.
- Health packs. Regen health sucks.
- Armor. Reduces health by a given percentage depending on type.
- Prefer billboarded sprites over low-poly models. Not to say I don't play some older 3D games, just that they tend to not hold up quite as well as hand-drawn sprite-based games. Doom & Duke 3D > Quake.

Keycards I wouldn't mind. A good compromise with them is to have lower difficulty levels not require them, or to have a non-traditional difficulty system, when the player can select a series of options they want on or off, including that, additional health for enemies, reduced damage for player weapons, more obvious secrets. Then let the player select the options on game start (and save them in a setting file! So the player can have a default and get right into the action)
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jefequeso: I'm working on a Doom/Quake throwback FPS. Basically I was just wondering what other fans of the genre would like to see in such a game. What sort of things would make/break the experience for you?

EDIT:

Hey all, I've got a very rough build of the level I've been working on up for download. There's not much to see, but I'm feeling a little unsure of the direction I'm going and am just looking for whatever feedback you might have.

http://ironsnowflakes.blogspot.com/2016/03/super-rough-level-design-build.html
I never thought that this would lead to DUSK.
You've come a long way, man.
Post edited September 26, 2019 by Klumpen0815
OP weapons. Badass protagonist with abundant slang. Cringeworthy easter eggs. Lean left/right with Q/E. Secondary firing mode.

Pretty much, Ion Fury minus the entire mishap, around it.
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KiNgBrAdLeY7: OP weapons. Badass protagonist with abundant slang. Cringeworthy easter eggs. Lean left/right with Q/E. Secondary firing mode.

Pretty much, Ion Fury minus the entire mishap, around it.
As Klumpen0815 hinted at, this thread is about what went on to become DUSK btw, in case you weren't already aware.
Offline multiplayer with bots. Level editor that can be used with offline multiplayer with bots.