DooM II - Inheritance (Coming Soon)

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Naniyue
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DooM II - Inheritance (Coming Soon)

Post by Naniyue »

*********************************************************
Unless you are new to this mod,
IGNORE THIS FIRST POST!
Go straight to post number 14!
*********************************************************
An RPG/Weapons modification for DooM II by Naniyue and Zhs2

Full credits will be in the next release.

OLD Story:
Demons. You've fought them for so long, you're practically one of them.
Even worse, there seems to be no way out of your twisted fate . . .
. . . but you do have some advantages.

Having intimate knowledge of your eternal foes, you will learn a few new tricks.
Your powers grow with every kill.
Even when you're out of ammo, you can still fight fire with fire.
And just when you think you're dead, again, you can call on the tortured souls to heal thy flesh.

And so, Hell Hath No Greater Fury . . . than the one who INHERITS it!!!!!

In other words:
1) An RPG leveling/skill system for gaining greater power!
2) The ability to learn, or rather "inherit", your enemy's attacks!
3) Other little things you'll have to find out for yourself!

NOTES:

"Happiness is a warm gun":
Whenever you use a demonic attack, you lose part of your humanity!
If you reach 666 in Demonicness, Hell absorbs you (Player dies)!
Switch to a human weapon to start remembering your roots.

You must earn/learn your various demon attacks by killing a sufficient number of that
type of enemy. Weaker, more abundant enemies require higher numbers. Stronger,
less frequent enemies have a lower requirement. Your demon attacks use various amounts of
"spirit", gained whenever an enemy is killed. Take a guess what the maximum is. ;)

OLD OLD Screenshots (5-07-2009)
Image
Image
Image
Image

OLD OLD WIP. Latest developments make it both graphically and code-wise OBSOLETE.
WIP01ht:
http://www.mediafire.com/?sharekey=fb55 ... f6e8ebb871
Last edited by Naniyue on Wed Nov 11, 2009 9:49 pm, edited 28 times in total.
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TypeSaucy
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Re: [WIP 01] DooM II - Inheritance "Now with Download!"

Post by TypeSaucy »

im suprised nobody hadnt made a post yet here! :P and RPG doom reminds me about those RPG Hexen or Heritic mods.
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Naniyue
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Re: [WIP 01] DooM II - Inheritance "Now with Download!"

Post by Naniyue »

I was just tired of not seeing much in the way of RPG style wads for DooM. I still have a lot of work to do on this, especially in the art department, but I'm happy with what I've done so far. Since I've never been one for that 100% score on everything way of playing, it actually gives me a reason to hunt down more of the monsters instead of just avoiding them.
I plan to add an inventory with special items you can pick up, and may include a HUD style I got permission to mess with. I have a couple other ideas floating around, but I do not wish to reveal them yet. I'd actually like some casual play testers for this, so I can get opinions on how to balance the gameplay. Once this mod is done, it would be mostly a matter of patience to make it work with other DooM engine games and modifications, meaning RPG stylings available across the board. At least that's the long term goal . . .
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Naniyue
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Re: [WIP 01] DooM II - Inheritance "Now with Download!"

Post by Naniyue »

I am currently adding resistances, such as fire and lightning, but they are NOT contingent upon gaining a level!

*** You earn resistances as you play, even without level gains!!! :D ***

It's not set up as "realistically" as I would like, but it does the job nicely so far.

Also, I've made leveling up a little easier, so that you can actually have some noticeable power after a few maps, but I have modified other aspects of things to prevent you from becoming godlike. You simply become really, really tough, but not unbeatable. The trick is to strike a balance between power and difficulty.

I would appreciate a couple of playtesters, since it is impossible for the creator to find all the bugs. PM me if interested.
The original DooM levels work just fine, and so does anything made with Obhack, so maps for testing are easy to come by.

I expect another WIP release within the next few days.
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Naniyue
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Re: [WIP 01] DooM II - Inheritance "Now with Download!"

Post by Naniyue »

I've uploaded a new version, WIP01c!
Two of the screenshots have been replaced.

I've added resistances to fire, normal, and electric/energy attacks, with corresponding indicators on the HUD. You earn these resistances both through battle as well as when leveling up, but they are not to be gained too easily!

I made leveling up a little easier, but made certain other things tougher to provide counterbalance.

Now that more of the mechanics are out of the way, I plan to start working on some of the weapon art. I don't want to leave the demon attacks looking like regular punches forever! :blergh:
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Naniyue
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Re: [WIP] DooM II - Inheritance (WIP01cw Available!)

Post by Naniyue »

Latest news:

(5 - 2/3 -2009)
Sorry about the weapon bugs! They are fixed, and things should work fine in the next release.

(5 -2 -2009)
Art and HUDs are coming along, as well as a couple of bug fixes. Expecting to release next WIP within 5 to 7 days.

I'd still like another one or two playtesters. If interested, PM me.
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Naniyue
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Re: [WIP] DooM II - Inheritance (WIP01d Available!)

Post by Naniyue »

(5-10-09):
Zhs2 has done some code optimization and cleanup. The HUD is coming along nicely, and hopefully will be ready for the next release.
Archvile resurrection sprites are under way. The resurrection ability itself works, though it is a bit buggy.

Although the Arachnotron and Mancubus abilities fall into the same category of disbelief as the Cyberdemon and Spidermastermind ones, I'm keeping them anyway. I want players to have more variety, and not be limited to just three or four new abilities.


(5-9-09):
Mancubus ability sprites nearly finished. I am dropping the Archvile's attack, but NOT the resurrection ability. Both Archvile resurrection and healing ability sprites should be done soon.


(5-8-09):
Got rid of the "pain of transformation". It was a cool idea, but DooM is just too nasty for it. You still have to wait for the transformation to take place, but at least you can MOVE now.



(5-7-09):
Cacodemon nearly finished. HUD is still under construction, but is being playtested. Two new screenshots added, though they are not fully indicative of the final version:

Image
Image



(5-5-09):
Working on Cacodemon attack sprites and sound effects.
Rebalancing experience and level gains.


(5-4-09):
WIP01df* now available HERE:
http://www.mediafire.com/?sharekey=fb55 ... f6e8ebb871

*Whenever I think all weapon bugs are gone, another comes up. Version df is the fix.


Added basic Baron and Imp attacks, including bony/fleshy sound effects for selection and deselection.
NOTE: If you switch to these attacks, you will be immobile (though you can turn) for a short time from the pain of transformation! This does not occur when switching away from them. This paralyzing effect will apply to some, but not all, of the earned abilities.
The Baron and imp attack graphics are essentially the same, but this will NOT be the case for all of the attacks. I have something different in mind for most of them.


Want to add custom monsters?
Make a backup first, then put these two lines in the Death and Extreme Death (as long as it doesn't subsequently call the regular death state) states:
TNT1 A 0 ACS_execute ([20, 709, 710, 711, 712])
TNT1 A 0 A_Givetotarget ("Spirit", [Choose a fair amount])

Experience script 20 is for weak monsters, 709 for normal, 710 for tough, 711 for really tough, and 712 for bosses.
Use your own discretion when determining difficulty.

Remove "#include "DIIMON"" from the DECORATE section of the wad, then add your own monster list. Then load both your custom monsters and the Inheritance mod, and off you go!
This does not allow for my resistance gaining scripts, though. I may be revamping them.



HUD work is coming along BRILLIANTLY and hopefully will be included soon.
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Naniyue
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Re: [WIP] DooM II - Inheritance (WIP01df Available!)

Post by Naniyue »

(06-01-09):
The project still continues! Currently considering replacing marine weapon sprites, as well as what weapons/demon abilities to give RPG style leveling to.

(05-22-09):
Hit a couple of snags, but stuff is still progressing. Stay Tuned!


(05-17-09):
Archvile ability sprites 50% complete. Arachnotron ability also in the works.


(05-11-09):
********** SEE previous post for prior updates******
HUD is about 75% complete. All demon attacks will be available in the next release, and will be "purtied up" over time.
Alt-fire attacks are in the works. Also, "leveling" for the main attacks based on frequency of use is planned, adding even more RPG stylings to the mod.

Next WIP release, containing MUCH MORE stuff than previous versions, expected within two weeks.

I will provide screenshots and other news as time passes, usually to the same post, so if you do not see a new posting, that doesn't mean there isn't a new update!
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Naniyue
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Re: [WIP] DooM II - Inheritance (WIP01ht Available!)

Post by Naniyue »

(7 - 16 - 09):

WIP01df and WIP01ht now available HERE:
http://www.mediafire.com/?sharekey=fb55 ... f6e8ebb871

It's been an interesting time the past couple of months, delaying the project. I hope to be back in full swing within the next few weeks. I've uploaded a WIP (WIP01ht) that isn't as complete as I would like, but at least it's an offering, with some balancing to the leveling up, nice code work by Zhs2, Cacodemon attack graphics, and unfinished filler graphics for the Mancubus attack and Archvile resurrection, and simple, buggy code for the ressurrection. Check back in a few weeks, and hopefully I'll have more. WIP01df is still available in case anyone runs into issues with the new 'ht' one.
Thank you for your patience.
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Naniyue
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Re: [WIP] DooM II - Inheritance (WIP01ht Available!)

Post by Naniyue »

(9 - 14 - 09):

It's not dead! It's just sleeping!

There's nothing new to download yet, but the good news is that the code is becoming much more friendly and efficient under ZHs2's overhaul.
I do not intend to post a new reply until a new download is available. However, do feel free to check for any updates in the form of an edited post.
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alien8
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Re: [WIP] DooM II - Inheritance (WIP01ht Available!)

Post by alien8 »

I'm really intrigued by this and look forward to the next release. It'd be nice to run through the original levels again in a completely new light!
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Zhs2
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Re: [WIP] DooM II - Inheritance (WIP01ht Available!)

Post by Zhs2 »

Of course, my recent ventures through the dusty codebase were much more of a giant cleanup and restructure than an overhaul... So many unused global variables and pieces of obsolete code. :nope:

Anyway, just putting my two cents in. I've added a couple of new items to the mix for you to pick up on your adventures, and we're going over a couple more things. Hopefully, this shouldn't take TOO long...
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Re: [WIP] DooM II - Inheritance (WIP01ht Available!)

Post by Zhs2 »

Image

This project isn't dead, but the thread surely is! <_<

Just a quick update bump. We've got roughly a third left of this to complete, and when we do, it will probably be gaining itself a new topic. New releases will not be a long time in coming, folks! We'll save the screenies and descriptions and vids until then. Ta-ta! :wink:
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Naniyue
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Soon, very soon . . .

Post by Naniyue »

Greetings, fellow DooMers! In spite of some interesting delays, Zhs2 and I are about 3/4 the way done with Inheritance, including lots of weapon/demon attack sprites, some new sounds, and a seamless HUD and upgrade system.

The gameplay remains fast paced and challenging, true to the original, but with a new edge. If you ever wanted to play DooM as a sort of action RPG, this will be your chance!

Almost everything has been revamped, making the old WIP COMPLETELY obsolete. It is still available, but does absolutely NO justice to the latest revision. I suggest ignoring that download and waiting for the next release.

We are still doing some code, as well as playtesting, but a new public release should become available within the next two to three weeks

Unless something noteworthy develops, this should be the last bump for this thread. I will be posting a new topic once all is ready.

Happy DooMing!

Naniyue
DavidB1000
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Re: DooM II - Inheritance (Coming Soon)

Post by DavidB1000 »

Wow! This looks impressive. I'm always up for new RPGs for Doom. I look forward to how this runs.
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