ZQF (@ZealousQuakeFan) profile picture

Code monkey by day. Inept game dev by night. Fan of retro fps games, level design and garish dynamic lighting.

UK
Joined October 2010
Photo by ZQF (@ZealousQuakeFan)Photo by ZQF (@ZealousQuakeFan)Photo by ZQF (@ZealousQuakeFan)Photo by ZQF (@ZealousQuakeFan)Photo by ZQF (@ZealousQuakeFan)Photo by ZQF (@ZealousQuakeFan)Photo by ZQF (@ZealousQuakeFan)Photo by ZQF (@ZealousQuakeFan)Photo by ZQF (@ZealousQuakeFan)Photo by ZQF (@ZealousQuakeFan)
new Quake map: Mermaids In The Basement for Quake Rooftops Jam... more info on my blog / link in bio
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Playing ninja gaiden and constantly getting betrayed by DMC muscle memory telling me jumping out of danger is safe...
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the only way my ancient dusty brain can read this is people being unable to comprehend PC games existing before steam
deus ex is awesome cause every time you turn on your flash light it takes a screenshot
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#screenshotsaturday #gamedev prototyping an endless mode. Allowing some enemies to be bounced around by explosives for that proper arena shooter feel. Also added a basic scoring system inspired by Ketsui. Reaction sliding under projectiles continues to be very satisfying : )
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Greek GoD were the only games with a fixed camera I ever really liked because it felt like the entire game world was designed around the camera - How it would pan, zoom and frame scenery or combat. Other games felt like the environment came first and camera was figured out later
Played a bit of the first god of war and its bleak to see what a "cinematic" video game used to be. The camera angles, the music, the level design all serve the illusion of a playable film, rather than placing the "cinematic" in the story beats between the proper gameplay
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If current trends continued, perhaps we would see a return of arcades. Sure, you can't afford a Geforce 99000 with DLSS 25 but a business could. Things come full circle and Uncharted 9 is in arcades for a quid a go and plays like the Cliffhanger Edward Randy.
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Thanks to microsoft I can experience my job getting worse in real time!
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#screenshotsaturday #gamedev why is the framerate tanking? Oh.
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If video compression can cope with your bullet hell game it ain't hell or bullet enough
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#gamedev experimenting with fps bullet hell again. this pattern got more interesting when the gap in each row is made random. definitely need a walk button now too. wireframe for big bullets is a cheap way to make them transparent but border against the ground could be clearer
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Man I like this game lol. The combo of the active enemies, CC and really permissive evade cancel... favourite CAG for sure :) #godhand
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#godhand I don't think I'm cut out for DIE lol. only beat Elvis because the ninny put a double roulette pickup in one of his vases :p
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N-Gen racing had a really cool mechanic where being close to ground gave you an engine boost, which made dangerous flying the optimal 3D racing line.
Up & Over 'N-Gen Racing' PlayStation
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kinda forgotten now that Quake 3 was considered dumbed down at release. Spawning with a usable gun!? No armour classes!? Simpler maps!?! Can't one shot respawns with the railgun?! No air control or double jumps?!?! iirc they almost removed strafe jumping too.
Quake III Arena (1999). Unpopular opinion: I like Q3A more than Unreal Tournament 99, probably for the only reason that I played Q3A first.
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#gamedev #screenshotsaturday #godotengine mock up/blockout test for a defend-your-ride-from-a-pursuer sequence. I think the effect works quite well, but needs some better smoothing. Looking out the back is okay but sides/forward is too jerky.
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Saw this guy's 'swordplay' videos of radiant silvergun a decade ago and he's still doing it. crazy :)
VTF-INOさんのソードオンリープレイが凄まじいです。 youtu.be/hT9eSX_9aeM
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#gamedev #screenshotsaturday FPS bullet hell test. another pattern, following feedback trying mixing different shapes and colours, finding stuff that parses well in 3D. The red columns tank the fps though need to fix that! Also - phases. Length feels okay to me atm
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If this hasn't been recreated 1:1 in #doom builder somewhere I'll be very disappointed
The impressive concrete staircase of the Varosa dam (Barragem de Varosa), located near to Lamego, Portugal, and built in 1976
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#gamedev FPS bullet hell test. A simple pattern requiring jumping and crouching. Quickly realised just holding crouch lets you dodge more precisely anyway so it just becomes a jumping test. Need to force the player to run round a pattern to make a precise duck important I think
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