Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Johnny B. Getgoode (The Guy)

Members
  • Content count

    139
  • Joined

  • Last visited

3 Followers

About Johnny B. Getgoode (The Guy)

  • Rank
    Lord of Things That Fly

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Johnny B. Getgoode (The Guy)

    Fury's Sky: Vagabond (AKA Fury's Sky 2 - GZ-based flight action game)

    Development is going well. Note that I will be updating the stats of the player planes in this thread with the new speeds and handling.
  2. Johnny B. Getgoode (The Guy)

    why people mostly play on ultra violence instead on nightmare?

    It's like the difference between eating jalapenos vs eating Carolina reapers. Most people don't want that level of spice in their food, and most people don't want that level of difficulty in their game.
  3. Johnny B. Getgoode (The Guy)

    Fury's Sky: Vagabond (AKA Fury's Sky 2 - GZ-based flight action game)

    Made some renovations to textures and materials. Check out the new screenshots!
  4. Johnny B. Getgoode (The Guy)

    Fury's Sky: Vagabond (AKA Fury's Sky 2 - GZ-based flight action game)

    So yeah, weapon and plane upgrade systems are coming along nicely. I might as well take a minute and explain how they work. 1. When the game boots up, you're dropped into a room with a mission computer. Accessing the computer and choosing a mission will allow access to the hangar, which is where aircraft and weapon handling is done. 2. There will be props of the individual craft in the hangar for planes you have unlocked. Interacting with them will bring up the menu shown above. 3. Using the menu will allow you to upgrade the plane, choose a primary and secondary weapon, as well as buy new primary and secondary weapons. Note that only weapons that are compatible with the plane you've chosen will be displayed for purchase. 4. Once you're done, hitting the button that says "Sortie with this aircraft" will launch the mission with the plane you've chosen. And that's it! One last thing; weapons come in four types so far (Cannon, Pulse, Missile, and Bomb), and planes can only have certain kinds of weapons in their primary and secondary slots. For example, the Enforcer can only have a cannon in its primary slot and a missile in its secondary slot. Another example; the Aries can have missiles and bombs in both primary and secondary slots. Go ahead and experiment!
  5. Johnny B. Getgoode (The Guy)

    Fury's Sky: Vagabond (AKA Fury's Sky 2 - GZ-based flight action game)

    REAL SHIT GUYS
  6. Johnny B. Getgoode (The Guy)

    Console Emulation Thread

    I generally play on actual hardware, but I also emulate every now and then. As long as I get to play cool games, I really don't care, :P One thing I personally like is hardware carts with ROMs that you can load into a console. I have a GBC flash cart with the Crystal Clear Pokemon ROMhack written to it, and I also have a multi game cart for DS that takes an SD card and has a bunch of DS ROMS and emulators for other consoles. Ever played Shining Force for the Genesis on a 3DS? It's lit, man.
  7. Johnny B. Getgoode (The Guy)

    Fury's Sky: Vagabond (AKA Fury's Sky 2 - GZ-based flight action game)

    Just updated the thread with a basic video and some info on the current player planes. Check it out!
  8. Johnny B. Getgoode (The Guy)

    Gameplay mods list, sorted by type

    I love the idea of this, but uh, no total conversion category? :( :P Anyway, I didn't see this one on your list, so I figured I'd plug it here: It's called Walpurgis and it's a pretty extensive gameplay mod compatible with Doom, Heretic, and Hexen IWADS via GZ.
  9. Johnny B. Getgoode (The Guy)

    Simple DSDA-Doom HUD

    Holy moly, that's clean. Nice job!
  10. Greetings and salutations! Welcome to the development thread for Fury's Sky: Vagabond, the successor to my older GZ-based flight game, Fury's Sky. --- FAQ Q1. Why a new game? Why not just finish the old one? A1. There are a couple reasons for this. A large part of it was that the code base for FS1 was an unmaintainable mess of spaghetti that was only going to cause problems and induce aggravation going forward. This is largely because, when I started work on FS, I had been seriously programming for less than a year. Mistakes and bad practices were bound to happen. While I'm overall pleased with the work I did, especially considering my lack of experience, it was time to move on. Another reason was to just start from the drawing board creatively and come up with newer, more interesting scenarios and gameplay. Q2. What's gonna be different about Vagabond? A2. Vagabond will be a vast improvement on the FS concept in terms of gameplay and feel. Even in it's relatively early state, it still has a number of unique features such as an auto-targeting system that reveals enemy health and provides a target for lock-on weapons, a more in-depth and streamlined weapon system for easy development and prototyping of aircraft weaponry, improved controls and handling, and, like I was aiming for, a more streamlined codebase. Further down the line I'm gunning for a more non-linear mission structure, multiple plane classes, and a LOT of weapons. Q3. What are some returning features in Vagabond from the original? A3. A lot of the basic controls and gameplay functions are still the same. Steering is still done with the mouse, throttle is still manually controlled, players can still somersault and barrel roll by holding Shift and tapping one of the WASD keys, and the airbrake is as functional as ever, with the energy shield and all. Q4. Are there any playable builds available? A4. As of this writing, not yet. Vagabond is still in a very early stage and it will be a while before a single mission is even in the game. Good news is, the game is progressing quickly, and I might just have a build out sooner than I think. In the meantime, follow this thread for development news and check out some early screenshots. --- Model: F/I-8 Enforcer Default Weapons: 1. Force Cannon: A rapid-fire pulse weapon that can shred opponents in the hands of a skilled pilot. 2. Force Missile: A powerful lock-on pulse that requires a target in order to fire. Equippable Weapon Types: Primary: Cannon. Secondary: Missile. Top Speed: 65 UPT Maneuverability: 0.5 deg/T Health: 120 units Energy: 200 units Model: F/A-22 Taurus Default Weapons: 1. Scatter Pulse: A spreadshot weapon that deals heavy damage if all shots connect. 2. Homing Darts: A launcher that fires 4 darts in a cone, which home in on a target after a delay. Equippable Weapon Types: Primary: Pulse. Secondary: Missile. Top Speed: 60 UPT Maneuverability: 0.4 deg/T Health: 150 units Energy: 250 units Model: B-9 Aries Default Weapons: 1. Flak Shards: A spread of homing, explosive pulses is launched to ensnare and obliterate a target. 2. Flak Bolt: A small, yet powerful, explosive pulse is launched forward at a respectable fire rate. Equippable Weapon Types: Primary: Bomb. Secondary: Bomb. Top Speed: 50 UPT Maneuverability: 0.35 deg/T Health: 200 units Energy: 300 units --- Screenshots and media:
  11. Johnny B. Getgoode (The Guy)

    Fury's Sky - Resting these Wings... (GZDoom flight game)

    BEEG ANNOUNCEMENT INCOMING I'm still working on MAP13 for Fury's Sky, but it's unlikely I will continue development on this iteration of Fury's Sky after it drops. While I am proud of the project and how far I was able to take it, there are still a number of glaring internal issues that prevent me from fully capitalizing on the concept: 1. This game is rife with spaghetti code and antipatterns, so much so that a full-on refactor is impossible. This can be excused by the fact that I was an extreme novice when I made this, so I don't feel any guilt for writing such jank. Nevertheless, as I am trying to grow and improve as a programmer, working on code that is too far gone to be saved just doesn't fit with my overall goals. 2. The tone and texture of this game is schizophrenic as. I can't decide if I'm trying to be serious or stylized at times and it hurts the quality of the product. In the future, I need to pick a more consistent tone and stick with it. I'm leaning more towards stylized myself. 3. My modeling and design skills have only improved over time, and I'd like a new canvas to show what I can do. Working on an old project limited to using old assets is counterintuitive here. So while I pull the plug on Fury's Sky the IWAD, this is far from the end of Fury's Sky as a concept. Oh no.... In fact, we're just getting started... So long my friends. But don't despair! We'll take to the skies again soon...
  12. Johnny B. Getgoode (The Guy)

    Fury's Sky - Resting these Wings... (GZDoom flight game)

    Added new hotfix with some changes I wanted to get out before MAP13 dropped. Check it out!
  13. Johnny B. Getgoode (The Guy)

    Fury's Sky - Resting these Wings... (GZDoom flight game)

    MAP13 has begun development.
  14. Johnny B. Getgoode (The Guy)

    Fury's Sky - Resting these Wings... (GZDoom flight game)

    I did another update because of course I did. :P
  15. Johnny B. Getgoode (The Guy)

    Shooter games: Realistic, imaginative, or somewhere in between?

    Both? Both. Both is good. Yes. *insert Road to El Dorado GIF here* But yeah, honestly, I can appreciate shooters of both stripes. I've played shooters from the likes of Doom, Titanfall, and Halo, to the likes of Rainbow Six Vegas and Insurgency, While I admit my bias is toward more fantastic, bombastic shooters, I can appreciate a more methodical, tactical shooter experience if it informs the gameplay and I have fun playing. There's no real "wrong" approach to doing a shooter; what really matters is the execution of the final product.
×