Factotum (WIP/Playable Beta)

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Factotum (WIP/Playable Beta)

Postby GAA1992 » Fri Nov 17, 2017 8:40 pm

Image

Hey guys, me here. In this thread, i would like to present a very simple and experimental mod i've been working when i wasn't working my other main mods. The reason i am releasing this early beta not only comes from the fact i posted some screenshots about it on the WIP thread, but also that it is playable, as in "there aren't terrible bugs, so while it isn't complete, you guys can give it a try".

The name comes from the expression that refers to somebody that does (or at least think that does) many kinds of jobs, and it's also a Charles Bukowski book from 1975. No, this has nothing to do with the book, except that you must do many things by yourself. This mod uses lots of ideas and gameplay factors that i wanted to add in other mods, but turned down before the time.

HOW TO PLAY AND WHAT YOU SHOULD KNOW:

1 - There are very few weapons in this mod. In order:
  • Fists
  • Pistol
  • Shotgun
  • SMG
  • Grenades
  • Plasma Cannon

2 - They have durabilities. Their durabilities are displayed through some colors on your status bar (MAKE SURE TO ADJUST YOUR HUD!). When the weapon is degrading, it can jam, lose accuracy and damage, making it terrible to use. The closer to the red color, the worse the weapon status is. To fix them, you must find and use the spare parts that correspond to your weapon.

To compensate, they are miles stronger than their vanilla counterparts. Weapons in perfect condition DON'T JAM. But when it does, you don't lose ammo as well.

2 - Medikits (except stimpacks and Mega/Soulspheres) are inventory items, as well as many powerups, and the spare parts for your weapons as well.

3 - You can only carry 2 spare parts of each weapon. Use wisely! They replace the Berserk, The Super Shotgun, the Partial Invisibility and the BFG for, respectively, the Pistol, the Shotgun, the SMG and the Plasma Cannon.

4 - It IS possible to kill the Icon of Sin with the grenades.

5 - How to repair your weapons: Make sure you have the spare parts item corresponding to your weapon. Then use the inventory key bound on "Customize Controls", and cycle through your items. Each repair parts have a number corresponding to their slot weapon. Confirm it (deafult is "Enter", i believe) and the weapon will be fully repaired.

6 - Everything can be replaced, reworked and retouched, but i need your feedback.

Screenshots:




LINK:

http://www.mediafire.com/file/roxe7gvrm2sk08e/Factotum.pk3

CREDITS:

Willikuer
Kronos
YukesVonFaust
CaptainJ
HellcatX
SeanLao
YukiHerz
chronoteeth

If i remember more, i'll edit this.

Once i get to write anything better here, i'll give this thread a edit. Have fun!
Last edited by GAA1992 on Sat Nov 18, 2017 7:28 pm, edited 1 time in total.
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Re: Factotum (WIP/Playable Beta)

Postby -Ghost- » Fri Nov 17, 2017 11:17 pm

Interesting idea! I like the look of the weapons, uniform in style but all nice looking sprites. Are you going for a System Shock sort of durability/upgrade system for the weapons?

The degrading colors are a little counter-intuitive, since it feels weird for green to be lower than blue, but that's more a general gameplay trope than anything.
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Re: Factotum (WIP/Playable Beta)

Postby mutator » Fri Nov 17, 2017 11:53 pm

is there reloading feature in this?
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Re: Factotum (WIP/Playable Beta)

Postby wildweasel » Sat Nov 18, 2017 12:00 am

mutator wrote:is there reloading feature in this?

It seems not. Jams, incidentally, don't take as long to "clear" as more realism-minded mods/games; at worst, you'll have to re-press the trigger on the SMG if its durability gets to be a bit poor.

My big complaint here is that it's rather unclear that the inventory bar needs to be used, since there is no indicator on the HUD for it at all.
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Re: Factotum (WIP/Playable Beta)

Postby superdupertrooper » Sat Nov 18, 2017 1:02 am

sorry for the dumb question but how do i repair the weapons? im not entirely sure if the repair kits are supposed to show up in my inventory or if im supposed to bind a key for it
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Re: Factotum (WIP/Playable Beta)

Postby Doomenator » Sat Nov 18, 2017 3:32 am

GAA1992 wrote:...
I already wrote about this, but you need to fix decal blast1, if you use it. :)
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Re: Factotum (WIP/Playable Beta)

Postby Lime » Sat Nov 18, 2017 6:05 am

Nice Concept of a weapon mod. There's a small chance for me to think the style is Vanilla from how it goes.
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Re: Factotum (WIP/Playable Beta)

Postby GAA1992 » Sat Nov 18, 2017 7:26 pm

@-Ghost-

I never played System Shock, so i don't know how it works :p

@mutator

I do intend to implement.

@wildweasel

i will work on better animations and solutions to both those problems.

@superdupertrooper

use the inventory key bound on "Customize Controls", and cycle through your items. Each repair parts have a number corresponding to their slot weapon.

@Doomenator

Sure thing. i'll get to look at that.

@Lime

If i work constantly on this mod, which is more a experimental work other than anything, it'll get no more than a "Enhanced Vanilla" we are so tired of. With some crucial differences, of course.

I just wanted to share this idea. I am actually not working it, but you guys are totally free to leave feedback. In the meanwhile, there are higher grounds to be covered now. :p
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Re: Factotum (WIP/Playable Beta)

Postby Gideon020 » Mon Nov 20, 2017 2:40 am

What mappack is being used in those screenshots?
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Re: Factotum (WIP/Playable Beta)

Postby Deii » Mon Nov 20, 2017 9:44 am

Well, it's a nice idea. The accuracy about how many rounds it takes to bust up a gun in adverse conditions checks out for the most part - now all it really needs to pull that off is also feature failures to eject, failures to feed, firing out of battery, jamming so hard you need to kick the charging handle in order for it to run again, blowing up on your face...

Thanks for sharing it with us. It gives the game a bit of a survilval horror element, as slight as it may be. :)
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Re: Factotum (WIP/Playable Beta)

Postby Crimsondrgn » Mon Nov 27, 2017 6:25 am

Heh, minor nitpick by my gun nut brain, that smg is actually an FR Ordnance MC-51, basically a cut down G3 around the size of an MP5 made for the SAS in the 80's, they only used it for a brief period before dropping it in exchange for the HK53 due to it having way too much recoil. Probably better to list it as rifle, battle rifle, or carbine.
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Re: Factotum (WIP/Playable Beta)

Postby GAA1992 » Mon Nov 27, 2017 9:11 am

Hey, thanks! The only thing I've altered in the pickup/display sprite is the magazine size, but if it's still the same gun, that's impressive, considering it was on a demo file for resident evil. The names of all weapons are fictional, but I'll be sure to change their descriptions on pickups. Thanks!
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Re: Factotum (WIP/Playable Beta)

Postby Crimsondrgn » Mon Nov 27, 2017 10:49 am

GAA1992 wrote:Considering it was on a demo file for resident evil.


Knew I recognized it from somewhere, It's cut content specifically from Resident Evil 2, apparently they wanted hand grenades in the game too at one point.
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Re: Factotum (WIP/Playable Beta)

Postby LossForWords » Mon Nov 27, 2017 11:20 am

GAA1992 wrote:The names of all weapons are fictional

speaking about that, is the shotgun's name a reference to a meme?
edit: i just read the pistol's name again, god damn it :D. still don't get the rifle's reference tho
Last edited by LossForWords on Mon Nov 27, 2017 3:52 pm, edited 2 times in total.
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Re: Factotum (WIP/Playable Beta)

Postby GAA1992 » Mon Nov 27, 2017 3:15 pm

Yes. A brazilian meme :p (i did that because i remembered Mossberg shotguns).

The pistol and the rifle as well, though they're kinda hard to understand. :v
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