Top Down Doom RPG

Discuss anything ZDoom-related that doesn't fall into one of the other categories.

Top Down Doom RPG

Postby NZ_Reaper » Sun Feb 20, 2011 2:15 am

I'm working on a top down Doom RPG at the moment using a game maker called Byond. I know it hasn't got the best rep... But I enjoy using it to make fun games. Here's the details I've got so far :

P.S What are your thoughts and ideas?

Description:
I'm a huge fan of DOOM games am currently wanting to put together a team of Doomers to work on a really unique project. The game is based in a city on Mars owned by the UAC (Union Aerospace Corporation). 'Marine Command' is your safe zone and will serve as the hub for your adventures.

Basically you play on a mission by mission basis. Each door in marine command will take you to a separate mission. Mission's can be replayed and are multiplayer so you can team up with all your friends to fight off waves of demonic creatures. At the end of the mission you're given a score and payment for completing it.

The missions are where it starts to get interesting because this is actually going to be done in a RPG style where you choose a class. There will be 5 classes : Marine, Heavy Gunner, Spec Ops, Medic and Engineer. Each have their own specialties and weaknesses. This means that for some missions it will be essential to have a well balanced party.

Each class sports a variety of classic doom weapons. For instance the Marine uses Pistols, Shotguns and Assault rifles but the Engineer can only use Pistols and Shotguns. This is corrected by the Engineer being able to create and maintain technical systems such as turrets and other robots. The only introduced weapon is the Sniper Rifle which is obviously unique to the stealthy Spec Ops guys. The player can upgrade their weapons and armor at stores in Marine Command.

The main goal of the player will be to gain ranks (levels) to unlock new missions and weapon variations to take on harder missions and show off... Haha.

It would be a lot of fun and there would be the possibility of a PVP arena if people want it but I think for now the Wave based combat system should keep them drooling.
User avatar
NZ_Reaper
 
Joined: 13 Nov 2010

Re: Top Down Doom RPG

Postby alysiumX » Sun Feb 20, 2011 11:20 am

I believe this would be better suited in the project section(w/ current progession screenshots for best results)
User avatar
alysiumX
 
Joined: 20 Nov 2004

Re: Top Down Doom RPG

Postby wildweasel » Sun Feb 20, 2011 12:21 pm

alysiumX wrote:I believe this would be better suited in the project section(w/ current progession screenshots for best results)

It's not really a ZDoom project.
User avatar
wildweasel
referee is tired of your shit
 
Joined: 15 Jul 2003
Location: america, home of the world's most expensive public education system

Re: Top Down Doom RPG

Postby ChronoSeth » Sun Feb 20, 2011 12:29 pm

I remember somebody else doing something like this... but it was an RTS similar to Starcraft and C&C (now that I think about it, essentially a combination of the two). It never got past the demo IIRC.
Anyway, I like the idea. WHat kind of control schematic are you planning on having? (heh, I only just remembered what Byond was...)
User avatar
ChronoSeth
You are totally unique... just like everyone else.
 
Joined: 05 Jul 2010
Location: British Columbia

Re: Top Down Doom RPG

Postby alysiumX » Sun Feb 20, 2011 3:23 pm

wildweasel wrote:
alysiumX wrote:I believe this would be better suited in the project section(w/ current progession screenshots for best results)

It's not really a ZDoom project.


doh' thats what i get for skim reading, sorry about that.

Sounds pretty interesting, one thing i would worry about though is having every class kind of be reliable on there own right to some degree as well as mission being completely in solo, but increasing in difficulty when there is more than one player.
User avatar
alysiumX
 
Joined: 20 Nov 2004

Re: Top Down Doom RPG

Postby Alice Jameson » Sun Feb 20, 2011 4:06 pm

This sounds like a great idea. I'd love to play it.
User avatar
Alice Jameson
The Original Doomgirl <3
 
Joined: 19 Jun 2009
Location: Minnesota

Re: Top Down Doom RPG

Postby XutaWoo » Tue Feb 22, 2011 4:39 pm

DOOM didn't have an assault rifle. :P

Anyway, if it's done right it could be fun. But honestly, it just sounds like those DBZ games that BYOND is already full of.
User avatar
XutaWoo
one day when going to see the rabbit, there was a previous visitor ...
 
Joined: 30 Dec 2006
Location: beautiful hills of those who are friends

Re: Top Down Doom RPG

Postby plausiblesarge » Tue Feb 22, 2011 5:02 pm

Is this going to be done in the zdoom engine? If not, then the most help I can give is gameplay advice :(
plausiblesarge
 
Joined: 21 Feb 2011
Location: Sydney, Aus

Re: Top Down Doom RPG

Postby Salad Viking » Tue Feb 22, 2011 5:10 pm

plausiblesarge wrote:Is this going to be done in the zdoom engine?

NZ_Reaper wrote:I'm working on a top down Doom RPG at the moment using a game maker called Byond.

I'd say not.
User avatar
Salad Viking
There's too much blood in my sugar system.
 
Joined: 20 Apr 2010
Location: In high orbit

Re: Top Down Doom RPG

Postby plausiblesarge » Tue Feb 22, 2011 8:33 pm

Salad Viking wrote:
plausiblesarge wrote:Is this going to be done in the zdoom engine?

NZ_Reaper wrote:I'm working on a top down Doom RPG at the moment using a game maker called Byond.

I'd say not.


oops! How did I completely miss that?
plausiblesarge
 
Joined: 21 Feb 2011
Location: Sydney, Aus


Return to General

Who is online

Users browsing this forum: Yandex [Bot] and 4 guests