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[WIP-Demo avail] yet another attempt at doom evil unleashed

PostPosted: Wed Sep 23, 2020 1:40 pm
by InsanityBringer
for some reason, I decided to try to make the most cursed and most commonly failed project, with various experiments to try to make it not completely fail. One of these ideas is to only introduce the project with an extensive demo to see if it's actually any fun to play.

What's in the demo:
The demo focused mostly on gameplay, so all the main gameplay elements are in. Things like specialized art and sounds were skipped over in favor of getting levels working.
  • Seven mostly complete (playable from start to finish) levels: Hangar 2, Supply Depot 2, Waste Processing Facility, Enlisted Quarters, Recreation and Training Center, Mess, and Officer's Quarters. A stub for Control Center is in, to add an end to the demo.
  • Level design that I seriously hope isn't very flat and alpha-like. (I probably failed, ugh)
  • The basic arsenal: Knife, pistol, shotgun, machine gun, and a new missile launcher. The chainsaw is also available, and heat-seeker missiles can be dropped from canisters.
  • Basic bestiary: Two possessed humans, demon troops (lesser impling and greater imp), demon sargeants (lesser demon and greater fiend), and "flying imps" (lesser lost soul and greater name tbd)
  • Some minor gameplay tweaks. Nothing serious, it should hopefully be relatively doom-like. This came about mostly from my dislike of E1-style combat, but we'll see how this goes.
  • Lives, scoring, and scoring items. You get a new life every 50,000 points. When you die, you lose a life and drop all your items at the spot. You can then respawn to get it back. Much balance is still to be done, and there's no fate when you run out of lives. (in the final game, it'll probably just zero your score, and then give you 3 new lives)
  • Four player characters with individual gameplay traits.
  • A temporary intermission map to serve as the hub.

What's still to be done:
There's a lot that needs to be done:
  • Complete the seven remaining levels (thankfully a bunch of these are short): Communication Tower, Personal Storage, Control Center/Power Plant, Lab, Observatory, Supply Depot 1, and the Anomaly.
  • Finalize the current levels. This will mostly involve getting the specialized art needed done, and some fun details like signs and blood decals, and so on.
  • Balance the four characters. The faster characters seem to suffer more at the moment.
  • Get the special weapons in: The officer's pistol and the sawn-off shotgun.
  • Get sounds for most of the things that don't have sounds yet, such as sliding doors.
  • Finalized screens for the intermission, character select, and so on.
  • An intro sequence.
  • Balance the characters, and give the females a new voice. The faster characters currently suffer more compared to the slower, tankier characters.

Screenshots:
Not many atm because imgur's been having issues lately.
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Download: (For GZDoom, using DOOM.WAD)
https://drive.google.com/file/d/14MWJsKsCwEHJebxPiu5xb8KaZ-z9w1Ub/view?usp=sharing

Re: [WIP-Demo avail] yet another attempt at doom evil unleas

PostPosted: Fri Sep 25, 2020 7:56 pm
by DrPyspy
I really like your take on the level design! It really pulls off an cool mix of abstract layouts and places that look like livable areas, which is a really nice mix. I'm also a really big fan of the lives system, it feels really natural in execution, and I actually prefer it over just dying and resetting the level.

I have yet to complete the current demo, but I'm definitely looking forward to more!

Re: [WIP-Demo avail] yet another attempt at doom evil unleas

PostPosted: Sun Oct 04, 2020 6:05 pm
by Zenon
Very nice, I enjoyed playing it

Re: [WIP-Demo avail] yet another attempt at doom evil unleas

PostPosted: Sat Nov 21, 2020 2:20 pm
by SLON
Just two comments, although there are even N3xt computers.

Re: [WIP-Demo avail] yet another attempt at doom evil unleas

PostPosted: Mon Nov 23, 2020 2:38 am
by yaboi
Found a possible bug

Spoiler:

Re: [WIP-Demo avail] yet another attempt at doom evil unleas

PostPosted: Fri Nov 27, 2020 3:30 pm
by InsanityBringer
Hmm, I'm not really sure how that could happen, but I can play around some to see if I can reproduce it. All keys you have should be preserved on dying, but I can't rule out there being a bug or something causing issues.