Hell-Forged - Version 2.00 (On Hold - Resources OPEN)

For Total Conversions and projects that don't otherwise fall under the other categories.
Forum rules
The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.

Re: Hell-Forged - Version 2.00 (Striga p.12)

Postby Doominer441 » Tue Feb 22, 2022 6:16 pm

Are you going to be redoing the Ghast sprites, or are those good as is?
User avatar
Doominer441
 
Joined: 24 Oct 2013

Re: Hell-Forged - Version 2.00 (Striga p.12)

Postby Amuscaria » Tue Feb 22, 2022 9:46 pm

Completed:

Image
-------------------------------------------------------
@Doominer441: I'm planning to add a attack, pain, and possession animation, so about 6-7 frames. Otherwise it stays as is.
User avatar
Amuscaria
The Sentient Mushroom
 
Joined: 26 Jul 2004
Location: Growing from mycelium near you.

Re: Hell-Forged - Version 2.00 (Hemodemon p.14)

Postby Doominer441 » Tue Feb 22, 2022 10:48 pm

I love how alien and monstrous it looks! The blood enemies color scheme was a good choice.
User avatar
Doominer441
 
Joined: 24 Oct 2013

Re: Hell-Forged - Version 2.00 (Hemodemon p.14)

Postby ActionAlligator » Tue Feb 22, 2022 11:19 pm

looks almost like an organic shuttle or something from the back, vroom vroom =D but seriously, looks really cool!
User avatar
ActionAlligator
 
Joined: 18 Mar 2017

Re: Hell-Forged - Version 2.00 (Striga p.12)

Postby giuseppemoghadam1984 » Thu Feb 24, 2022 12:23 am

This one is a real beaut! I love how it's familiar enough to be recognizable as a relative of the cacodemon, but different enough to be something new. I do think that something called the hemodemon should bleed more when killed, just to be thematic. All in all, it's a great-looking character, incredible job as always!
User avatar
giuseppemoghadam1984
 
Joined: 29 Jan 2021

Re: Hell-Forged - Version 2.00 (Striga p.12)

Postby Amuscaria » Thu Feb 24, 2022 12:48 am

giuseppemoghadam1984 wrote:This one is a real beaut! I love how it's familiar enough to be recognizable as a relative of the cacodemon, but different enough to be something new. I do think that something called the hemodemon should bleed more when killed, just to be thematic. All in all, it's a great-looking character, incredible job as always!


The thing can go into "Bloodlust". Each time it hits a bleeding actor with the projectile, it gets 1 bloodlust token. It will then spend 1 on the next attack to double its damage. It can store up to ten.
User avatar
Amuscaria
The Sentient Mushroom
 
Joined: 26 Jul 2004
Location: Growing from mycelium near you.

Re: Hell-Forged - Version 2.00 (Hemodemon p.14)

Postby giuseppemoghadam1984 » Thu Feb 24, 2022 5:18 pm

Ah, interesting! Sounds like a fun mechanic, although it sounds like an absolute nightmare to code. Are you using ZScript or DECORATE? (I never inspected the code from the first Hell-Forged beyond ogling at the actor sprites and wall textures so I wouldn't know)
User avatar
giuseppemoghadam1984
 
Joined: 29 Jan 2021

Re: Hell-Forged - Version 2.00 (Hemodemon p.14)

Postby ActionAlligator » Thu Feb 24, 2022 5:34 pm

Ooooo, interesting! By 'bleeding' actor, do you just mean one that's damaged, or are you adding 'bleed' dots to attacks and/or environments etc.?

And also, if you're able to answer this, how do the blood weapons interact with blood enemies? Do they do less dmg because "same element"? Or does it maybe feed their 'bloodlust' because it's throwing what I assume to be blood at them? And I'm guessing venom enemies are going to be resistant to venom weapons? Or maybe can't be melted like other enemies? Appreciate your response as always :)
User avatar
ActionAlligator
 
Joined: 18 Mar 2017

Re: Hell-Forged - Version 2.00 (Hemodemon p.14)

Postby Amuscaria » Thu Feb 24, 2022 10:43 pm

@giuseppemoghadam1984:

Actually it was very simple to code, even in Decorate:

Code: Select allExpand view
ACTOR HemodemonBall1
{
  Radius 6
  Height 12
  Speed 20
  FastSpeed 25
  Damage 5
  Projectile
  +RANDOMIZE 
  RenderStyle ADD 
  SeeSound "hemodemon/launch"
  DeathSound "hemodemon/explode"
  States
  {
  Spawn:
    BAL6 AB 4 Bright
    Loop
  Crash:   
  Death:   
    BAL6 CDEFG 4 Bright   
   Stop   
  XDeath:
    BAL6 C 4 Bright A_GiveToTarget("BloodLustToken",1)
    BAL6 DEFG 4 Bright   
    Stop
  }
}


A projectile's "target" pointer is the actor that fired it. I just use the XDeath state, which for projectiles is when it its a bleeding actor, give the target an item. Then I just call a A_JumpIfInventory() for the Hemodemon's attack to a second missile state.
---------------
@ActionAligator: There is no interaction with blood enemies and blood weapons at the moment. I don't intend there to be one. The Blood weapons are there to gib the lower tier undead so they stay dead.
User avatar
Amuscaria
The Sentient Mushroom
 
Joined: 26 Jul 2004
Location: Growing from mycelium near you.

Re: Hell-Forged - Version 2.00 (Hemodemon p.14)

Postby giuseppemoghadam1984 » Thu Feb 24, 2022 10:56 pm

I see! It sounded a lot harder to code than it actually was, I guess. While we're on the topic of code, how did you make that laser weapon in HF 1 (I think it was the Caster)? What I thought was cool about it was that it always pointed in the direction you were shooting, so it would never "break up" for lack of a better term (if you've ever made a laser weapon in a WAD that's basically just a rapid-fire railgun and then looked around really fast, you'll know what I mean). That thing is basically wizardry. How did you do it?
User avatar
giuseppemoghadam1984
 
Joined: 29 Jan 2021

Re: Hell-Forged - Version 2.00 (Hemodemon p.14)

Postby ActionAlligator » Thu Feb 24, 2022 11:25 pm

ohhhh, I get what you mean by bleeding actor now, doh lol. you mean an actor that can bleed when hit, my bad.

and about blood weapons, ah ok. so blood enemies just interact with blood tiles and enemies that can bleed to get bonuses etc.?
User avatar
ActionAlligator
 
Joined: 18 Mar 2017

Re: Hell-Forged - Version 2.00 (Hemodemon p.14)

Postby Amuscaria » Fri Feb 25, 2022 9:47 am

@giuseppemoghadam1984

I didn't do it. That's Comet1337's ZScript sorcery. :D

@ActionAligator

There are currently no plans to add any special interactions between the blood-theme enemies and the blood weapon.
User avatar
Amuscaria
The Sentient Mushroom
 
Joined: 26 Jul 2004
Location: Growing from mycelium near you.

Re: Hell-Forged - Version 2.00 (Hemodemon p.14)

Postby ActionAlligator » Fri Feb 25, 2022 12:18 pm

yeah, sorry, I got that. I was just asking if all blood enemies interact with blood tiles (textures on floor) and the player when they dmg him? all blood enemies get blood tokens from doing dmg, or different blood enemies get different bonuses or? sorry if i ask too many questions
User avatar
ActionAlligator
 
Joined: 18 Mar 2017

Re: Hell-Forged - Version 2.00 (Striga p.12)

Postby whatup876 » Fri Feb 25, 2022 1:11 pm

That Hemodemon spriteset an amazing design because it's different from the regular Caco that it's its own thing.
In a way, it reminds me of modern Doom (specially Eternal's Pain Elemental) because of the mouth and some "layers" or how you descrive some parts.
But even besides the back holes, you also have what looks like tentacle thingies and those glowing circles that the classic Caco also had. (the ones that turn blue where it fires but are usually like brown)
It's both very unique yet also fitting from the "family" it's part of.
whatup876
 
Joined: 27 Feb 2017

Re: Hell-Forged - Version 2.00 (Hemodemon p.14)

Postby Amuscaria » Fri Feb 25, 2022 2:53 pm

ActionAlligator wrote:yeah, sorry, I got that. I was just asking if all blood enemies interact with blood tiles (textures on floor) and the player when they dmg him? all blood enemies get blood tokens from doing dmg, or different blood enemies get different bonuses or? sorry if i ask too many questions


Oh sorry, brain-fart on my end. I thought for some reason my earlier post didn't go through and was replying to the same question, because I can't read. :P

Only 1 enemy is intended to have a interaction with a blood floor, and that's the Striga, since it would make send. I haven't implemented anything yet since I'm unsure if have dozens of enemies constantly checking for what floor tile they're standing on is performant or not. Will need to do some testing.
User avatar
Amuscaria
The Sentient Mushroom
 
Joined: 26 Jul 2004
Location: Growing from mycelium near you.

PreviousNext

Return to TCs, Full Games, and Other Projects

Who is online

Users browsing this forum: undeadmonk354 and 10 guests