[WIP] Forevermore - [Diablo-inspired mod]

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are only for 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.
Post Reply
User avatar
Darsycho
Posts: 829
Joined: Sat Jul 05, 2008 1:36 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia with Vulkan support
Contact:

[WIP] Forevermore - [Diablo-inspired mod]

Post by Darsycho »

Image
Sup, remember this thread? http://forum.zdoom.org/viewtopic.php?f=19&t=30586

Well, it's back. With a few changes, for starters, this is no longer a Doom mod, it's now a Blasphemer mod.
So yeah, going to make this darker than it original, and adding some new features I never originally planned, and things!

Anyways, FEATURES AHOY!
  • Over 60 maps: Will contain many puzzles, secrets, and challenges. (And of course, LOTS of monsters)
  • RPG elements: There's gold to spent, experience to gain, puzzles to solve, and bosses to kill.
  • Over 120 different monsters: Zombies, monstrous brutes, giant worms, succubi, and much more.
  • Over 50 quests, quests are randomized similarly to Diablo 1.
  • Over 15 different weapons to choose from: Each with unique spells such as lightning strike, firestorm, frost sphere, and much more.
  • Many Diablo-like elements: You have shrines, champion monsters, unique monsters, optional quests, and much more. Your quest will be divided in 5 acts, somewhat like hubs but you can go back to any level you want, you may just find even more secrets with new items you found.
  • Unique puzzle items: One of the only things that use up mana, I'll reveal them later, but the idea is to have items that will activate a certain script to solve puzzles and challenges.
Current progress: 8.1%
Spoiler: WIP SCREENIEZ
Last edited by Darsycho on Fri Jun 13, 2014 1:48 am, edited 5 times in total.
Failure
Posts: 94
Joined: Sun Sep 16, 2012 9:21 pm

Re: [WIP] Forevermore - [Diablo-inspired mod]

Post by Failure »

I'm gonna fap with this.
User avatar
Marrub
 
 
Posts: 1193
Joined: Tue Feb 26, 2013 2:48 pm
Preferred Pronouns: No Preference
Operating System Version (Optional): Arch Linux
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Contact:

Re: [WIP] Forevermore - [Diablo-inspired mod]

Post by Marrub »

jack101 wrote:Current progress: 4.2%
Current file size: 72.9 MB
Are you using all WAV sounds/music, UDMF maps, and TGA sprites+textures?
this mod looks really good though
User avatar
GoodYume6
Posts: 27
Joined: Tue Aug 13, 2013 5:45 pm

Re: [WIP] Forevermore - [Diablo-inspired mod]

Post by GoodYume6 »

it would be very nice if you would make monsters drop random items after you kill them like gold, armour, weapons etc...
this mod GONA KICK ASS!! :twisted:
User avatar
Darsycho
Posts: 829
Joined: Sat Jul 05, 2008 1:36 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia with Vulkan support
Contact:

Re: [WIP] Forevermore - [Diablo-inspired mod]

Post by Darsycho »

Marrub wrote:
jack101 wrote:Current progress: 4.2%
Current file size: 72.9 MB
Are you using all WAV sounds/music, UDMF maps, and TGA sprites+textures?
this mod looks really good though
Well actually, I have 24 mp3 files that add up to 40 megs and I have baker's legacy which adds up to 18 megs.
Keep in mind though, this mod is suppose to be very long, so the percentage will increase VERY slowly.

Thanks by the way. :v
User avatar
Nash
 
 
Posts: 17439
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia
Contact:

Re: [WIP] Forevermore - [Diablo-inspired mod]

Post by Nash »

Why don't any of the screenshots work for me? D:
User avatar
idGamer
Posts: 322
Joined: Mon Jul 29, 2013 12:19 pm

Re: [WIP] Forevermore - [Diablo-inspired mod]

Post by idGamer »

Sounds pretty interesting! I'm also immensely happy that you used my Crimson Disciple in the screenshots. :wub:
User avatar
SamVision
Posts: 2425
Joined: Tue Apr 13, 2010 4:47 pm
Location: Behind You

Re: [WIP] Forevermore - [Diablo-inspired mod]

Post by SamVision »

I hope the combat gets some serious development.
User avatar
Valherran
Posts: 1405
Joined: Tue Oct 27, 2009 12:58 pm

Re: [WIP] Forevermore - [Diablo-inspired mod]

Post by Valherran »

Very nice, tracking.
User avatar
Triple S
Posts: 330
Joined: Sun Nov 02, 2008 11:52 am

Re: [WIP] Forevermore - [Diablo-inspired mod]

Post by Triple S »

jack101 wrote:
Marrub wrote:
jack101 wrote:Current progress: 4.2%
Current file size: 72.9 MB
Are you using all WAV sounds/music, UDMF maps, and TGA sprites+textures?
this mod looks really good though
Well actually, I have 24 mp3 files that add up to 40 megs and I have baker's legacy which adds up to 18 megs.
Keep in mind though, this mod is suppose to be very long, so the percentage will increase VERY slowly.

Thanks by the way. :v
Might wanna work on optimizing those MP3s then. OGGs tend to compress well without noticeable loss, IIRC.
User avatar
Darsycho
Posts: 829
Joined: Sat Jul 05, 2008 1:36 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia with Vulkan support
Contact:

Re: [WIP] Forevermore - [Diablo-inspired mod]

Post by Darsycho »

User avatar
Gifty
Posts: 615
Joined: Sat Jun 15, 2013 8:21 pm

Re: [WIP] Forevermore - [Diablo-inspired mod]

Post by Gifty »

Triple S wrote:Might wanna work on optimizing those MP3s then. OGGs tend to compress well without noticeable loss, IIRC.
If I might add, MP3s can typically go down to about 128 kpbs before they start to suffer huge quality loss, in my experience. You wouldn't want to compress your music library down that low, but for sound effects and stuff you'll hardly notice a difference, and it saves tons of space.

Dig the project so far!
User avatar
Blox
Posts: 3728
Joined: Wed Sep 22, 2010 9:35 am
Location: Apathetic Limbo

Re: [WIP] Forevermore - [Diablo-inspired mod]

Post by Blox »

Don't think about shrinking the size until you're releasing stuff, and even then - it's good to know what to do with what before mangling your dataset. (Hi!)
Post Reply

Return to “Gameplay Mods”