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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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45 comments
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Bumadar Feb 14, 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 Feb 14, 2012
We are aiming to release alpha this week. The announcement will be made.
Xpander Feb 14, 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 Feb 14, 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 Feb 14, 2012
Not soft at all it just looks odd. Thats just my personal opinion.
motorsep Feb 14, 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 Feb 14, 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 Feb 15, 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 Feb 15, 2012
Quoting: "Beherit, post: 3369, member: 138"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.

Quoting: "Beherit, post: 3369, member: 138"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.

Quoting: "Beherit, post: 3369, member: 138"Nice job overall


Thank you!
daemon Feb 15, 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.
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