Doom: Battle
Info:
Game: Doom2
Player(s): Singleplayer/Multiplayer(Deathmatch)
Status: In Progress, early development stage
GZDoom only?: No
WIP: Here
Description:
The player has to rule their own army by building, recruiting, and sending their units off to battle. This mod is aiming to create an RTS (Real Time Strategy) gameplay, either singleplayer against artificial intelligence, or multiplayer, against other players!
Screenshots: (Work is in progress; Everything might, and some thing WILL change)
Simulation of some "selected" units and a building: (headquarters)
http://img683.imageshack.us/img683/4558/screenshotdoom201003010.png
An old titlemap I made long ago:
http://img52.imageshack.us/img52/9075/screenshotdoom201003012.png
Basic design concept for statusbar/HUD:
http://img52.imageshack.us/img52/9819/batlhud1spreview.png
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UPDATES:
-Previous updates deleted-
2010.03.01:
Restarted from scratch but keeping the current concept. Been doing a lot of thinking about gameplay elements, the buildings, units, and all. It turns out that a pure marine faction (from chainsaw marine to bfg marine) would be rather dull, uninteresting, and somewhat spammy, due to them being squishy. Since the forces of hell in doom already have pistoleers, shotgunners and chaingunners, arachnotrons are similar to plasmagun marines, the cyberdemon has rockets, BFG is cheap, so I decided to exclude all the non-possessed marines from the mod. The demons shall provide a greater variety of units in size, function and strength.
This project is now using a PK3 file archive due to easy handling and compression.
The first building has been somewhat finished, it is the headquarters for the doom faction. Although it might need some modification to give a more hellish feeling beside the possessed marine influence.
I've gathered loads of fitting music and just need to code a properly working system for selection. Right now I'm trying to think of good ways to dynamically handle unit selection so that a player's units wouldn't use more than just a several Thing IDs.
2009.11.22:
Major remake. The concept has been worked on a lot, the basic implementation has been made more like an actual RTS game.
Changes from before:
-Static buildings removed. Every building and turret will be freely placable by the player(s) wherever they wish. The buildings will be sprites, or even models if I manage it (that wont make it opengl only!). The interaction will be with the crosshair instead of an actual RTS-like cursor due to problems implementing it, on-screen buttons will be handled with weaponslots (the numbers)
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This thread will be more updated than on WIP.
Tell me your opinions!
Any ideas/suggestions/comments are welcome!
Keep in mind that I'm also working on lots of other stuff; so updates might not be as frequent as your average project

