[WIP] Doom: Evil Unleashed

For in-development or completed ZDoom projects
Forum rules
Got a cool project idea but nothing else? This forum is NOT for you! Put it in this thread instead!
Please read the full rules for more details.

Re: [WIP] Doom: Evil Unleashed

Postby RV-007 » Tue Jul 31, 2012 7:52 pm

To try making the life/score system more relevant to gameplay, they can rank after each map. With more lives saved, comes ammo/inventory surprises. Therefore, an award for serious dooming. If a score reaches a certain number, a extra life could be incremented in the life system. Maybe there could be a HQ thing where rank (at player's choice) comes into play (if allowed in the Doom Bible).
User avatar
RV-007
^NOOBS of MONOTONY
 
Joined: 02 Sep 2011
Location: Dying w/ civilization or living after it

Re: [WIP] Doom: Evil Unleashed

Postby Steve1664 » Tue Jul 31, 2012 9:32 pm

RV-007 wrote:To try making the life/score system more relevant to gameplay, they can rank after each map. With more lives saved, comes ammo/inventory surprises. Therefore, an award for serious dooming. If a score reaches a certain number, a extra life could be incremented in the life system. Maybe there could be a HQ thing where rank (at player's choice) comes into play (if allowed in the Doom Bible).

Well, then this seems kinda pointless to somebody like me who routinely quicksaves after being bitten by so many badly made WADs in the past and expects all sorts of jerk moves around every corner. Doesn't it load to your last quicksave/manual save by default in Z/GZDoom when you die anyway?

Anyway, looking forward to the official release of this. It looks cool.
User avatar
Steve1664
No ifs, ands or buts. . .
 
Joined: 19 May 2011
Location: You have HUGE GUTS!!!

Re: [WIP] Doom: Evil Unleashed

Postby RV-007 » Tue Jul 31, 2012 11:15 pm

True, I guess there could be a health rating on how much damage the player takes in a map. The more damage taken, the higher/bigger the score/reward. That means the life system would be more of a health system. It's like a alcohol test, but for doom.
User avatar
RV-007
^NOOBS of MONOTONY
 
Joined: 02 Sep 2011
Location: Dying w/ civilization or living after it

Re: [WIP] Doom: Evil Unleashed

Postby Marnetmar » Thu Aug 02, 2012 7:31 pm

RV-007 wrote:To try making the life/score system more relevant to gameplay, they can rank after each map. With more lives saved, comes ammo/inventory surprises. Therefore, an award for serious dooming. If a score reaches a certain number, a extra life could be incremented in the life system. Maybe there could be a HQ thing where rank (at player's choice) comes into play (if allowed in the Doom Bible).


The problem with the lives system wasn't just that it was useless in the form it had taken. I don't want to blind your eyes with one of my vague and badly worded explanations, so hfc2x would probably have to explain.
User avatar
Marnetmar
Head of the Gentlemen's Lounge
 
Joined: 23 Aug 2011

Re: [WIP] Doom: Evil Unleashed

Postby hfc2x » Thu Aug 02, 2012 10:28 pm

Well, those are indeed nice ideas, but since the finished Doom didn't support a life system, ZDoom as a result cannot reproduce something like that without making it look weird. You know, all of those things CAN actually be implemented, but will look ugly and choppy.
Besides, I cannot unbind all your save/load keys without making all of you rage against me just because I want you to NOT save the game and force you to play with an arcade-style life system ;)
User avatar
hfc2x
Skulltag/Zandronum enemy
 
Joined: 17 Aug 2009
Location: Osorno, Chile

Re: [WIP] Doom: Evil Unleashed

Postby jazzmaster9 » Fri Aug 03, 2012 5:20 am

instead of using the heretic imps as the Flying Imps.
maybe you can use this instead:
http://www.realm667.com/index2.php?opti ... f=1&id=417
you can rescale the sprites and change its AI a bit.

hope it helps.
User avatar
jazzmaster9
Would You Kindly play more DooM?
 
Joined: 19 Apr 2012

Re: [WIP] Doom: Evil Unleashed

Postby Marnetmar » Fri Aug 03, 2012 11:27 am

The Heretic imps are only a placeholder, we are planning on making custom sprites. :wink:
User avatar
Marnetmar
Head of the Gentlemen's Lounge
 
Joined: 23 Aug 2011

Re: [WIP] Doom: Evil Unleashed

Postby BlueFireZ88 » Fri Aug 03, 2012 11:28 am

But is the enemy concept the same?
(i.e. small winged Imp/demon?)
User avatar
BlueFireZ88
Fight fire with BlueFire.
 
Joined: 18 Jan 2011
Location: Erebus Station

Re: [WIP] Doom: Evil Unleashed

Postby Marnetmar » Fri Aug 03, 2012 11:44 am

We don't have a concept for it. All we know is that it will be flying and will be annoying.
User avatar
Marnetmar
Head of the Gentlemen's Lounge
 
Joined: 23 Aug 2011

Re: [WIP] Doom: Evil Unleashed

Postby jazzmaster9 » Fri Aug 03, 2012 7:42 pm

Marnetmar wrote:We don't have a concept for it. All we know is that it will be flying and will be annoying.


I wish there was a like Like Button in the forums.
User avatar
jazzmaster9
Would You Kindly play more DooM?
 
Joined: 19 Apr 2012

Re: [WIP] Doom: Evil Unleashed

Postby Marnetmar » Fri Aug 03, 2012 9:01 pm

jazzmaster9 wrote:
Marnetmar wrote:We don't have a concept for it. All we know is that it will be flying and will be annoying.


I wish there was a like Like Button in the forums.


I don't.
User avatar
Marnetmar
Head of the Gentlemen's Lounge
 
Joined: 23 Aug 2011

Re: [WIP] Doom: Evil Unleashed

Postby RV-007 » Sat Aug 04, 2012 2:44 am

Make it fly around the target when in range. It would be like a fly. Lord of the flies (cool monster name/book), lol.
User avatar
RV-007
^NOOBS of MONOTONY
 
Joined: 02 Sep 2011
Location: Dying w/ civilization or living after it

Re: [WIP] Doom: Evil Unleashed

Postby Marnetmar » Wed Aug 29, 2012 8:41 pm

They're still going to be called flying imps, and they'll probably have a similar behavior to Heretic's imps. They'll (hopefully) look quite a bit different, though. I have some concept art drawn up, but at the moment (the past month, actually) I don't have any way of communicating with the team, so I have no idea what's going on at the moment.
User avatar
Marnetmar
Head of the Gentlemen's Lounge
 
Joined: 23 Aug 2011

Re: [WIP] Doom: Evil Unleashed

Postby hfc2x » Mon Sep 03, 2012 11:34 am

Marnetmar wrote:I have no idea what's going on at the moment.

You know, Skype is your friend.
User avatar
hfc2x
Skulltag/Zandronum enemy
 
Joined: 17 Aug 2009
Location: Osorno, Chile

Re: [WIP] Doom: Evil Unleashed

Postby MisterX » Tue Sep 04, 2012 12:34 pm

hfc2x wrote:
Marnetmar wrote:I have no idea what's going on at the moment.

You know, Skype is your friend.


To be honest, I think he posted that when he still had problems with his internet. He probably knows how to use Skype :lol:

Anyways, there didn't happen much, except we got a new music composer! He has already made some music tracks, and they are quite good. He will maybe write a post here by himself, however, it is not guaranteed! :D
Well, that's it for the "interesting news", stay tuned! :wink:
User avatar
MisterX
Meet your DooM
 
Joined: 17 Apr 2011
Location: Austria

PreviousNext

Return to Projects

Who is online

Users browsing this forum: Death Egg, jack101, jazzmaster9, TerminusEst13 and 6 guests