Baconator wrote:Hi!
I just completed Memorial with your gameplay mod v 1.22 and wanted to thank you for your hard work.
It really amps up the difficulty without being too complicated and I must admit enjoying the ride much more than Brutal Doom.
Conclusion: Fast, streamlined and solid carnage.
Thanks for the kind words man! Glad to see people are still enjoying this.
But I have some questions and recommendations:
Let's see em!:
1. Sometimes the pinky freezes when charging. I feel that this mechanic is more clunky than adrenaline inducing, so I recommend maybe that monster to have random speed boost ? when aggravated. Also the spectres are too visible for my taste, losing their element of surprise, making this monster type completely pointless. Is this attentional?
After a Pinkie is done charging, they pause for a bit to catch their breath. I implemented this at first because there were issues when I first started coding this mod where they would keep charging over and over again, causing some weird behaviour. I kind of have to go back to this any ways since I have a bit more experience on what I want to do.
What I have in mind in the next update (or two?) is to make them a bit more random. The Imps have random behaviour flags and I wish to extend that to the pinkies in some way so they all don't feel like a single pack of wild demons.
I can also change the flag on the spectres as I totally get what you mean.
2. I feel that BFG is underwhelming compared to pulse rifle and vanilla BFG. It doesn´t hit the monsters often, even when aiming close to them, I have had better results with the pulse rifle and some footwork.
This is a tough one. I've been trying to beef up the BFG in some way for a couple of versions now, mostly some sprite work and from there, maybe change the mechanics a bit. I don't classify the BFG as fully completed so do expect some changes to this in the future.
I think some of the issue is the sound and "feel" of the BFG. It doesn't feel like it packs a punch and doesn't give you a reason to use it over the plasma rifle.
3. Grenade explosion sound half the time doesn´t trigger, making me wonder if the lemon even popped.
I keep having this issue happen (even in other mods like BDJ). It might be a problem with either engine limitations for the grenade actor or there is a bug somewhere that hasn't been caught. I will take a look again to see if I can catch the bugger.
4. Can you make option for us to have weapons under vanilla number keys? Old habits are hard to change and can f*** up some situations.
Yep! I can totally cook something up to make this happen.
5. You have polished weapon animations, do you intend to do this for the enemies too?
I totally plan to. I don't have the best sprite skills but I would love to spruce them up in some way to make the enemies
feel more dangerous. I had a few ideas like:
- Lost Souls have a different animation when resurrecting an enemies spirirt
- Hell Knights feel a bit ridged so would like to make them feel like a large, heavy, threatening demon
- Pinkies lowering their heads when charging
These are just some things I wish to learn and implement over time. Like I said, I am not a great artists so I do have some limitations in that area but I have ideas and it won't stop me from trying to accomplish them!
Keep up the good work!
Thanks again dude!