[WIP] Unnamed Gameplay Mod

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[WIP] Unnamed Gameplay Mod

Postby Xtyfe » Thu Jun 30, 2011 8:44 pm

I've been working on a gameplay enhancement mod for a few months now, nothing over the top like all the other enhancement mods but something that takes Dooms style and makes it more challenging and somewhat more realistic (as far as doom goes anyways). This mod will compliment the 3 map project for ZDoom I plan on undertaking after this.

The mod is currently stalled indefinitely due to ZDoom lacking what I need to finish it, however the reason I'm posting this is to see if I can garner some support and have those features added. Due to ZDoom development slowing to a crawl in the last half a year, I had asked FDARI for help with extending certain decorate functions that I needed for this, however I'm thinking now that I might require more man power. I will need someone proficient in coding for ZDoom to help with this.

Now you might be asking, "What do you have to show so far?" Well, I can't really show screenshots of this since its a gameplay mod and I can't provide a download for the current incarnation of it due to the fact I have taken resources from people I have yet to ask permission from but I can describe what I have done and what I still need/want to do:


Spoiler:

Spoiler:

Spoiler:

Spoiler:


To complete this I need the following:



High priority: (Functions necessary to release now)

Extension of A_SkullAttack. (This plus a check for species).
Extension of A_CustomMissile.


Low priority: (Functions that would be nice to have for later releases)

Extension of A_PainAttack. (This plus the spawnheight, spawnofs_horiz and pitch arguments from A_CustomMissile).
Extension of A_MonsterRefire.
A_JumpIfLineOfFire.
GameInfo/SkillInfo Falling Damage setting.
SEEINVISIBLE fixes.

Any other suggestions for improvement are welcome!!
Last edited by Xtyfe on Sat Jul 02, 2011 10:19 pm, edited 1 time in total.
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Re: [WIP] Unnamed Gameplay Mod

Postby Conmon » Thu Jun 30, 2011 10:31 pm

Screenshots?
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Re: [WIP] Unnamed Gameplay Mod

Postby wildweasel » Thu Jun 30, 2011 11:11 pm

Conmon wrote:Screenshots?

Xtyfe wrote:Now you might be asking, "What do you have to show so far?" Well, I can't really show screenshots of this since its a gameplay mod and I can't provide a download for the current incarnation of it due to the fact I have taken resources from people I have yet to ask permission from but I can describe what I have done and what I still need/want to do [...]
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Re: [WIP] Unnamed Gameplay Mod

Postby Conmon » Thu Jun 30, 2011 11:15 pm

wildweasel wrote:
Conmon wrote:Screenshots?

Xtyfe wrote:Now you might be asking, "What do you have to show so far?" Well, I can't really show screenshots of this since its a gameplay mod and I can't provide a download for the current incarnation of it due to the fact I have taken resources from people I have yet to ask permission from but I can describe what I have done and what I still need/want to do [...]

:|

Mah bad. I swear I read everything...

Unfortunately, the only help I can really offer is in sprites, but I do know a friend who is good with DECORATE and ACS. If you care you can PM me for his Skype or whatever.
Anyway, good luck! This may turn out to be much more than just a regular old "Doom is more realistic gameplay mod."
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Re: [WIP] Unnamed Gameplay Mod

Postby Nash » Fri Jul 01, 2011 3:55 am

Post a video of you playing your mod, with a disclaimer saying that the resources are borrowed.
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Re: [WIP] Unnamed Gameplay Mod

Postby ShadesMaster » Fri Jul 01, 2011 8:08 am

Still, it sounds really promising, and I wish there was a download already!
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Re: [WIP] Unnamed Gameplay Mod

Postby Xtyfe » Fri Jul 01, 2011 8:25 am

Nash wrote:Post a video of you playing your mod, with a disclaimer saying that the resources are borrowed.


Ahh good idea, I shall do this then.
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Re: [WIP] Unnamed Gameplay Mod

Postby Xtyfe » Fri Jul 01, 2011 3:36 pm

Ok, here is a video showing it off. Still doesn't do it justice though, you would need to play it.

Watch for the chaingun guy (That can't hit me from up above me) and the 2 demons (They infight), they show the 2 problems that are stopping me from releasing this.

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Re: [WIP] Unnamed Gameplay Mod

Postby Xtyfe » Sun Sep 11, 2011 11:24 am

Checking back after a few months, I see ZDoom development is still going slow. Anyone willing to take a whack at those feature suggestions that i need?
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Re: [WIP] Unnamed Gameplay Mod

Postby KILLER2 » Sun Sep 11, 2011 11:33 am

I really doubt Eriance will let you use his gun sprites.
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Re: [WIP] Unnamed Gameplay Mod

Postby Hellstorm Archon » Sun Sep 11, 2011 1:40 pm

Are you sure? He let Xaser release a wad with his weapon sprites.
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Re: [WIP] Unnamed Gameplay Mod

Postby Ghastly_dragon » Sun Sep 11, 2011 2:14 pm

Hellstorm Archon wrote:Are you sure? He let Xaser release a wad with his weapon sprites.
There's also the matter of respect. Is it nice to use resources freshly made for an unreleased project in your own project?
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Re: [WIP] Unnamed Gameplay Mod

Postby KILLER2 » Sun Sep 11, 2011 2:17 pm

Hellstorm Archon wrote:Are you sure? He let Xaser release a wad with his weapon sprites.

That wad was to show off how the weapons play in the game.Unlike this,which is just a ripoff for the sake of ripping off.
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Re: [WIP] Unnamed Gameplay Mod

Postby NeuralStunner » Sun Sep 11, 2011 2:37 pm

KILLER2 wrote:Unlike this,which is just a ripoff for the sake of ripping off.
That's a very rude assessment, especially coming from someone who's spent so much time with ÆoD (which is no less of a rip-fest by your apparent interpretation). :|
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Re: [WIP] Unnamed Gameplay Mod

Postby Nightfall » Sun Sep 11, 2011 2:56 pm

Plus you should read this again. Eriance's giving permission to use the weapons since his mod is still far from an actual release.
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