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Tomes of Mephistopheles updates

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The interesting 3D dungeon crawler Tomes of Mephistopheles coming from Kot-in-Action now has a website and a real gameplay video.

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I'm starting to get really excited about the game, the visuals are great, not so sure about the players blood animation though.

Thoughts? Article taken from GamingOnLinux.com.
Tags: Misc
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Bumadar 14 Feb 2012
-blurry effect after a hard hit is cool !
-heartbeat is a good indicator of your health but it is sort of double with the health meter ?
-blood from the head not so good, it does show your injured but maybe a bit to much ?
-sword, when walking, feels a bit to big, not much, just a little ?
-where can I pre-order ?? :)
motorsep 14 Feb 2012
We are aiming to release alpha this week. The announcement will be made.
Xpander 14 Feb 2012
seems nice.
except the blood effect.
thats a bit weird:=)

also..i kind a forgot..thats darkplaces engine atm right?
and there was some talk about converting it to unigine?..
or that was some other game:D
motorsep 14 Feb 2012
Come on guys.. Got soft? Blood and gore is missing from many modern games, so there ya have it :P

Unigine was for Steel Storm 2. It's a tough call. The networking in Unigine is not great. We could make single-player only SS2, but that would be a joke. Standard DM and co-op is a must for action FPS games imo. Right now we are working on SS2 using DP and Unigine. This way people who already pre-ordered SS2 can play DM at least and by the time we have Unigine up and running, they will have Unigine's version too.
Liam Dawe 14 Feb 2012
Not soft at all it just looks odd. Thats just my personal opinion.
motorsep 14 Feb 2012
Any idea how "good" blood effect should look like?

I personally don't care for my FPS character bleeding, but it's something the lead coder wanted to do, so there we have it :)
daemon 14 Feb 2012
Yea, the blood is a little weird right now. It's more designed for when you hit something, but right now all we have is skeletons, and obviously those don't bleed. This is alpha so, the current player blood effect isn't final, it will get some tweaks, and probably move away from the center of the view and or get toned down a bit. Any suggestions would be appreciated as well.
Beherit 15 Feb 2012
Game looks nice,
I'd much rather have blood splashes just appear on screen and fade out after a while instead of the dripping which seems a bit over the top especially since it seems to happen very often.

On another note, do you have to point the crosshair exactly at the item you are trying to pickup?

Nice job overall
motorsep 15 Feb 2012
Game looks nice,
I'd much rather have blood splashes just appear on screen and fade out after a while instead of the dripping which seems a bit over the top especially since it seems to happen very often.


As if the character wearing a motorcycle helmet? ;) No, that won't happen.

On another note, do you have to point the crosshair exactly at the item you are trying to pickup?


Yes. As long as the cursor within item's imaginary boundary. We will have cursor changing shape into a hand or something when you can pick up the item.

Nice job overall


Thank you!
daemon 15 Feb 2012
Maybe player shouldn't bleed from the eyes, or so much if he has a helmet or armor, it all depends where he gets hit. Blood looks much cooler when it's spurting out of your enemy, but we need some enemies that can bleed. Right now the player blood is just using that effect and it hasn't been quite refined yet for the player view.

Also, you can pick up items by walking over them. You can literally jump inside the big chest if you desire and grab them that way (small creatures could be trapped inside if you close the lid on them ;), but i prefer using a button. E is interact by default, which opens doors and chests, and grabs items as well.
Xpander 15 Feb 2012
well im fine with the blood stuff on player character also.
but from the video it seemed to come from 1 placeonly and on the center of screen
would be better if its spurting out from the places u got hit or when it just flys out after a hit(like spiting) but not all the time:D
Alex V.Sharp 15 Feb 2012
From my experience, last time I wrote a whole GDD for an in-development game and it turned out that, although they found some of it interesting, it was entirely not what they were aiming for. Thus I'd rather abstain from giving suggestions without having a general idea what is planned and what is not. However, I will mention that there's definitely a lot of room for aesthetic improvement - obviously... :rolleyes:
Hamish 15 Feb 2012
Hmm... ever played Hexen II at all Alex? ;)
Liam Dawe 15 Feb 2012
If you are dead set on the effect you are using now at least tone it down a bit.

In my own opinion its too over the top and looks odd.

I would much prefer the screen edges to get a bit red and say have a little blood on the floor but hey just my opinion as a gamer.

Honestly i dont think this early on developement you should be set on anything staying as i see im not the only one who finds it odd.
motorsep 15 Feb 2012
we are not dead set on many things.. However, I totally dislike blood splatters on the screen.
Anon 15 Feb 2012
we are not dead set on many things.. However, I totally dislike blood splatters on the screen.

That's good. But the amount of blood that was there was too much. I don't mind blood, but it seemed a bit over the top that it appeared at times like a huge open wound in the head. Seems just too much.

Maybe slight leaks (i.e. a slow single stream going down the screen). The vision good become reddish after a while, because of the blood getting in the eyes (or the character being hit in the eye).

The blood spurting like that would be fine in other places, e.g. a wound around the torso. But we'll see how it goes from here. I can't wait to see how it turns out.
Xpander 15 Feb 2012
i agree that "the helmet blood" is not good, which unfortunately most games using.
also water splashes...like ur character wears a helmet all the time.

but the current blood spurting was still very weird.
my english is not the best to describe it..but i will try.

what i would like to see would be if the blood just spills out once depending where u got hit(if its doable)
like a stream of blood spurts out once and leaving the wall or the ground bloody after that.

the current implementation(i know it was pre-alpha stuff) was just too much and it was like ur nose bleed constantly no matter from where u got wounded:)
daemon 16 Feb 2012
I really think you guys are overreacting about such a small feature that can be easily modified. Remember, this is alpha, not even beta, many many things will change, and many new things will come.

Just remember this one thing: If it looks wrong... it probably is. Don't worry.
daemon 16 Feb 2012
Also, the bood does appear where you get hit. Motorsep just happens to be getting hit right in the middle of the face in that video a lot. Normally you won't just let yourself get hit like that so your screen won't be dominated in blood and blur. Right now we don't have a proper player model, so if you get hit in the right spot, it's going to look funny.

The effect will improve in the future. Don't worry I won't plaster your screen with so much stuff you can't see the game. I won't do that to you. ;)
daemon 16 Feb 2012
Ok, you guys got me. I broke down and toned the player blood down for the alpha release. :)
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