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BorderDooM: Doom + Borderlands gameplay (1.0 released!)

PostPosted: Wed Apr 10, 2013 5:34 pm
by Sunbeam
Hello everyone!
This is BorderDoom, a mod for Doom which adds Borderlands gameplay elements to Doom.

The main ideas for this mod are:
  • weapons with random properties including: damage, number of bullets fired, firing speed and accuracy
  • shields that recharge when not being attacked
  • players and monsters have levels which make them stronger

DOWNLOAD HERE:
https://twitter.com/SunbeamX11/status/1 ... 0826830850


Release trailer:



Also I am hereby applying for the Mordeth award. ;)





Additional information

Here is a video that shows some of the weapon types in the mod:




And in this video you can see an overview of the gameplay features of the mod:




BorderDoom Demon Staff vs Nuts2.wad:




Playthrough of map 1 to 5 from Doom 2:




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Original post (also with old gameplay video):
Spoiler:

Re: [WIP] BorderDooM: Doom + Borderlands gameplay

PostPosted: Wed Apr 10, 2013 6:35 pm
by -Ghost-
Pretty cool, I'm always happy to see more Doom RPG mods.

Re: [WIP] BorderDooM: Doom + Borderlands gameplay

PostPosted: Wed Apr 10, 2013 7:12 pm
by Mav3rick
OH O.o me love it!! when the demo!!? Alpha or Beta?? ^_^

Re: [WIP] BorderDooM: Doom + Borderlands gameplay

PostPosted: Wed Apr 10, 2013 7:22 pm
by Ribo Zurai
Oh boy I totally would love to play this. Specially if there was some kind of special weapon system like Borderlands, like a "derp Rocket Launcher", "Trickshot Handgun", ya know, those prefixes that modify the weapon's stats.

Re: [WIP] BorderDooM: Doom + Borderlands gameplay

PostPosted: Wed Apr 10, 2013 7:34 pm
by amv2k9
NICE! I was doing something like this months ago, but lost interest as I began to realize just how much ACS would be involved to do it properly.

WIll you be implementing classes or skill systems? It'd be a riot to see something like the Siren's Phasewalk or Phoenix attack in this.

Re: [WIP] BorderDooM: Doom + Borderlands gameplay

PostPosted: Wed Apr 10, 2013 7:39 pm
by Xaser
I'm most interested to know how you went about implementing varying weapon speeds, since weapon delay isn't an easily modifiable thing without zillions upon zillions of state jumps.

Re: [WIP] BorderDooM: Doom + Borderlands gameplay

PostPosted: Wed Apr 10, 2013 10:32 pm
by DeXiaZ
Nice realisation!

Re: [WIP] BorderDooM: Doom + Borderlands gameplay

PostPosted: Wed Apr 10, 2013 11:42 pm
by Nash
Xaser wrote:I'm most interested to know how you went about implementing varying weapon speeds, since weapon delay isn't an easily modifiable thing without zillions upon zillions of state jumps.


A_SetTics?

EDIT: Just watched the video. Pretty impressive! I am curious in learning about how you've setup your data structures for the game's systems internally. I can tell a lot of work (code-wise) was put into this.

- the ability to save/export the player data at the end of a Doom episode or WAD and be able to import it when starting another WAD (I'm not sure this will work)


Interested in hearing how you are going about this too. With Zandronum, I guess you could use ConsoleCommand to write CVars into the INI for import/export but for stock ZDoom/GZDoom... I don't know of any way to work with persistent data. I started a discussion here but obviously it's not going to be a feature anytime soon... :D

Re: [WIP] BorderDooM: Doom + Borderlands gameplay

PostPosted: Thu Apr 11, 2013 12:44 am
by Nems
Sunbeam wrote:- the ability to save/export the player data at the end of a Doom episode or WAD and be able to import it when starting another WAD (I'm not sure this will work)


This is something that I've been wanting to see in RPG mods for Doom for a long time. Hope you're able to find some way of implementing this.

This is very impressive, nonetheless, and I'll be following the progress of this mod. :)

Re: [WIP] BorderDooM: Doom + Borderlands gameplay

PostPosted: Thu Apr 11, 2013 2:55 am
by Valherran
This is awesome! Although this would probably work best in Hexen with the hub system.

Re: [WIP] BorderDooM: Doom + Borderlands gameplay

PostPosted: Thu Apr 11, 2013 4:46 am
by Sunbeam
I'm glad you like it!
Coding-wise many features already work sufficiently. This means that I mainly have to implement the level system for all monsters and also adapt all other weapons (or at least all that fit into this) to the new random property mechanics.
I'm not sure about prefixes and whether I'll implement them. However as I said I have the idea to implement a rarity system where more rare weapons gets better stats.
Skills are another future idea that might get implemented. I also thought about classes... I think it would work together quite well, however I'm not sure there are enough possible skills that make sense and suffice for 4 classes. If I add this in the future I'll probably add skills but without classes.
Yes there is quite some ACS involved :) Currently my ACS code is about 2300 lines with comments. It was more work than expected because some things in (Z)Doom don't work intuitively like when a weapon state gets executed within a player (when firing a weapon).
Weapon speeds are indeed realized by using state jumps, however for the shotgun I have five different speeds (very slow-...-very fast) and that makes five different states and five lines of jumping code in the fire state. As Nash wrote I also thought about A_SetTics but this will not work in all cases since frame durations can only be integer values as far as I know. The state jumps work fine and weren't as much work as you might think. :)
Savegames: As this is only an idea I don't want to talk about it too much, but from what I have seen this can not be done from within Doom alone. But as I have some experience in C++ this might not be a problem.
@Valherran: Why do you think this would work better in Hexen?
@Nash: About data structures: Let's just say I use a lot of world variables/arrays to hold my data. So this might cause some problems with maps that use those, too. Another thing I thought might cause trouble was the limited amount of world/global variables. However until now this hasn't been a problem. Using this system is a bit ugly but it works :)

Re: [WIP] BorderDooM: Doom + Borderlands gameplay

PostPosted: Fri Apr 12, 2013 10:15 am
by TheLightBad96
Will there be additonal weapons/items/monsters for this mod? :)

Re: [WIP] BorderDooM: Doom + Borderlands gameplay

PostPosted: Fri Apr 12, 2013 4:25 pm
by Blox
Shotguns aren't close-range weapons in that video, they're practically melee weapons.

Re: [WIP] BorderDooM: Doom + Borderlands gameplay

PostPosted: Fri Apr 12, 2013 6:03 pm
by NachtIntellect
I sense this is going to be needing some open world enviroments to make it even better and more like borderlands.

Re: [WIP] BorderDooM: Doom + Borderlands gameplay

PostPosted: Fri Apr 12, 2013 8:10 pm
by Valherran
Sunbeam wrote:@Valherran: Why do you think this would work better in Hexen?


Whiteace wrote:I sense this is going to be needing some open world enviroments to make it even better and more like borderlands.


That's why.

Especially with Hexen's hub system, you can immitate Borderlands' environment stlye going in and out of the same levels with the monsters respawning when you go through a portal.