Membrane is a retro-ish shooter being developed in the GZDoom engine. Featuring fast gameplay, expansive levels, and fun sci fi weapons and powers. In it, you play as an alien abductee who has been implanted with a highly adaptive life form, the "Membrane", as part of an experiment gone right... Or perhaps horribly wrong! Fight your way across 5 massive maps, solve puzzles, and develop an arsenal of weapons and adaptations to terrorize the army of little green men in this twisted take on the Retro-Shooter genre.
A 2 map tech demo has been released, and is available on Indie DB. We expect the game to be much longer and more impressive than that, but we just wanted to give everyone a feel for what we have so far.
We've just launched our crowdfunding campaign on IndieGoGo to try and get more seed-capital for this, as working on this is very time consuming and takes some more powerful hardware and software to develop effectively. (seriously, GZDB was running at 10FPS on my old computer by the time I upgraded) If anyone is interested in buying and playing this game, you can do so now, through our IndieGoGo, and you'll be first in line with a copy by the time it's fully released! It's $15 to pre-order for release, and $20 to get early-access to development builds, which we think is a relatively low price compared to other games of this caliber, but you have to buy while the campaign is in progress. There are some other goodies for people who want to throw down more, like a physical copy for $50 and a model of yourself in the game for $200, so if any of that interests you, you oughtta do that before the campaign ends!
Yeah, we plan on using pretty much every feature and facet of GZDoom to make this look pretty much like a modern game, but we'd also like to see people making maps and mods for this like they do with the 90s games like Chex Quest and HACX.
okay I had a look at all the pictures and watched the featured video. based on everything I've seen this is not worth your asking prices. honestly this is something I can crank out for free on a bad month. I'm not hating because I love creativity... However you really need to adjust your prices.
I'm honestly not convinced either. When you have awesome projects such as Golden Souls, Blade Of Agony, Struggle: Antaresian Legacy and many, many more released for free over all the years that Doom community been around, paying for what looks like an underwhelming shooter, that are, let's be honest, dime a dozen on Steam right now, seem a little bit excessive.
Well, let's keep in mind that this is all Alpha footage, but that's true. There are plenty of really cool things in the community just like this that you can get for free. We're hoping to be different enough from them, through both the weirdness of the setting and the polish of the final product. We've talked about the pricing scheme, but that's really Don's call, so I'm not really the person to be talking to about that...
Actually, we're trying to differentiate from the pile of lackluster "retro shooters" on Steam by looking at what they're doing and trying to do things which will stand out as different. Many of them seem to rely on tossing a bunch of enemies at the player in relatively straight-forward maps, which is actually NOT 90s design, but post-COD "hallway" design. These are going to follow more of the "adventure" style that Doom or Hexen had.
"10 years experience with doombuilder mapping"? I can't say I know every map that gets released, but I'm not sure I've seen 10 years worth of maps from RockstarRacoon. Some searching reveals that he did no mapping for any of his alleged projects (with Hedon even being nothing more than "answered some questions"?). And I can't find anything he has released, which mathematically means he's had infinitely less output than claimed.
I remember playing a demo of this a while ago; was fun and showed potential. Prolly won't be paying for it but I am interested to see it's development; Don's work is impressive. I hope this recent stuff gets sorted out.
SuperDon clearly has talent and I would actually be happy to support him, but after reading your posts I don't think it would be a sound investment, I personally don't believe you are going todo anything apart from take peoples money.
They aren't that ridiculous for what they are. $15 - $20 is about what a game of this type normally costs on Steam, maybe on the high end of that, but nowhere near as much as, say, a more A-list game. I don't disagree that they're on the high side, but we do fully intend to give people something worth that amount of money.
Keep in mind, this is a game with almost entirely original assets, with bone animated models and high resolution textures, and none of the enemies, items, or landscapes are supposed to resemble anything on Earth. Don has been working on the designs and models in his spare time since before that first demo came out. There is a lot of content here, and you've only really seen what is in a usable state.
It's the question of OP's ability to deliver with no proof of previous work. Given the quality of provided demo with plain and blank level design, limp animations, and weak sound design one would be better spending their money on something like Dusk, Amid Evil or Ion Maiden. They cost pretty much the same, but actually come from the developers with prior experience, and even if they are not yet finished, they are already incredibly fun to play.
I personally don't think its a scam as such, SuperDon has expressed how the money will be spent and I appreciate that, however its you who I believe is the scammer. You get $1000 for a new computer and I don't think you will do anything level wise and will just disappear.
I'm speechless at the poor PR and the info that led to RR being removed from the project that was discussed on the ZDoom forums. I mean fuck, even I have a bigger resume than our fine furry friend here.
Keep in mind, this is a game with almost entirely original assets, with bone animated models and high resolution textures, and none of the enemies, items, or landscapes are supposed to resemble anything on Earth.
The primary map image (shown below) uses the first image in the files list (alphanumeric order). You can change this by renaming any of the images with "0" in front to bring it to the top. It will be used as the map's thumbnail throughout site (and page background, unless overridden).
The map's terrain comes from the demo version of AlienShooter 1.
You could only play this map with thirdperson.(Don't worry ,map scripts will toggle it automatically. ;)If not type "thirdperson" in your console.)
However, IDK how to change the view to firstperson when this map changed, you have to toggle it manually .:(
Alien Shooter 1 - sounds and musics.
Paranoid_AF - AmmoUnlimited.
Basic Grenade Launcher Model - Quake for svencoop
Grass and Fork models - IDK who is the author of these models, but I'm still very grateful.
Previous Cross models - Streamfox
What should be worked on:
-First, and foremost, monster models. Obviously, current monsters are just temporary substitute for HD models, but they really ruin the immersion as soon as they come closer. I would also recommend adding one more monster model to the map, which is that big two-legged monster (unarmed version). They also were present in some of the demo versions.
-The lightning is strange a bit: Some areas are dark, some are light. If you remember old alien shooter 1, it never had complicated lightning. There only was two options: Light ON, and light OFF, which blocked all the doors and made everything harder to see. Complicated lightning like the one in the demo map was brought at Alien Shooter 2.
-Speaking of lightning, I'm not sure why would you leave red emergency lights on. At first I thought that doing everything 50-70% darker was a bad idea because players wouldn't be able to see the monsters, but then I realized that monsters always have glowing red eyes, even when it's full darkness around.
-Some places can be abused: While completing the map alone, I found myself jumping on the tables and shooting the monster without any problems most of the time. I also managed to jump over the monsters and escape inevitable death. Maybe there's some script which could prevent players from jumping on your map?
-Gameplay gets repetitive: And it's not one-monster-type to blame, but rather spawn system. It always comes down to me standing in front of monster spawn and spawn killing them all, one by one. Perhaps, spawns should be placed in more tricky spaces?
-No secret areas? :( What about those cracked walls that can be broken? (or maybe I just didn't find any?). I'd also place ammo inside some of the boxes.
-Horde mode has really strange map. Why didn't you copy original Alien Shooter survival map instead?
-Textures need to be refreshed: Most importantly orange monsters. Why do they have pink skin degree? I'd also recommend updating textures for the walls and floor, taking them from actual Alien Shooter.
-Explosions range should be tweaked: Usual barrels are useless to blow since they don't do any damage to monsters whatsoever, while dynamite is a bit too powerful (I do remember how strong the bomb was in original Alien shooter, but it's really hard to plant the bomb & escape the explosion in your map)