[COLDFIX!] Doom Delta v2.1!

Projects that alter game functions but do not include new maps belong here.
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: [WIP] Doom Delta - A delicious mix of Alpha and Beta

Postby wildweasel » Fri Oct 28, 2016 6:05 pm

DrPyspy wrote:Some new footage of the minimap. It no longer messes up when turning around at high speeds, and no longer rubber bands. One drawback is that it is slower to update, but it isn't a big deal in my opinion.

That feels like it could be considered a style decision, like the motion tracker in Aliens, or the radar in Lethal Tender.
User avatar
wildweasel
change o' pace.
Moderator Team Lead
 
Joined: 15 Jul 2003

Re: [WIP] Doom Delta - A delicious mix of Alpha and Beta

Postby zrrion the insect » Fri Oct 28, 2016 6:17 pm

I don't know how that is done, but if it is possible, an animation that indicates the map has updated would look pretty cool if the refresh rate was slow enough.
User avatar
zrrion the insect
Like a fish in a child's hands.
 
Joined: 25 Jun 2009
Location: Time Station 1: Moon of Glendale

Re: [WIP] Doom Delta - A delicious mix of Alpha and Beta

Postby DrPyspy » Fri Oct 28, 2016 7:05 pm

wildweasel wrote:That feels like it could be considered a style decision, like the motion tracker in Aliens, or the radar in Lethal Tender.


So far the slow refresh rate has been received positively due to it fitting with the aesthetic, so I'll be keeping it in. :D

zrrion the insect wrote:I don't know how that is done, but if it is possible, an animation that indicates the map has updated would look pretty cool if the refresh rate was slow enough.


I feel that a refresh animation would be kind of distracting at its current refresh rate, and I'm happy with the current rate, so unfortunately I don't think it'll happen.
User avatar
DrPyspy
ITS NOT A PHASE MOM
 
Joined: 21 Feb 2015
Location: Utah, USA

Re: [WIP] Doom Delta - A delicious mix of Alpha and Beta

Postby XLightningStormL » Sat Oct 29, 2016 8:27 pm

Nice looking at the mod, really hope it gets a release, and been lurking :P

1. Any ETA?
2. Is there a credits list? Resources, mods etc?
3. How does the Human Souls thing work for the Death Claw + Unmaker, ACS, Decorate or other?
4. Lack of Shields, are there any plans to add Shields?
User avatar
XLightningStormL
DUSK Wiki Master
 
Joined: 09 May 2016
Discord: XLightningStormL#7461
Twitch ID: XLightmingStormL

Re: [WIP] Doom Delta - A delicious mix of Alpha and Beta

Postby DrPyspy » Sun Oct 30, 2016 2:31 am

XLightningStormL wrote:1. Any ETA?


At the speed I'm going at right now, there's a chance that it will release before the end of the year. Currently I'm looking at finishing character portraits, and looking for actors who can do the lines for Thi and Lorelei. I currently have actors willing to voice Dimitri and John, so I only need to fill the other slots. I'm also finalizing the behavior for the Dark Claw and the Unmaker, as I want them to mesh seamlessly with the rest of the Doom arsenal. After that, it's time for testing and, if all goes well, a release shortly after.

XLightningStormL wrote:2. Is there a credits list? Resources, mods etc?


There is a credits screen when you open up the game, but I'm also considering putting it inside a README for convenience.

Image

Currently the list is slightly out of date, but before the mod is released I will be doing a final sweep to give proper credit to anyone I missed.

XLightningStormL wrote:3. How does the Human Souls thing work for the Death Claw + Unmaker, ACS, Decorate or other?


At the moment, if you have at least one weapon that runs on souls, a possessed human will automatically give you a soul on death. However, I've been thinking about changing it so that the souls are dropped as pickups instead of being automatically given to the player, so that it's easier to figure out that you can get ammo from human enemies.

XLightningStormL wrote:4. Lack of Shields, are there any plans to add Shields?


In the Doom Bible, a lot of the shields seemed very situational, and the invulnerability sphere seems to cover the overall purpose of shields. However, I am interested in the Shock Shield, along with the Chaos Field, as they both have some potential. (For those who don't know, the Shock Shield shocks enemies that bump into you, and the Chaos Field forces demons to infight.) I've only really worked on the Chaos Field at this point, but I'd be interested in trying to bring back the Shock Shield as well.

Speaking of the Chaos Field, here's the new pickup sprite. I wanted it to look like something that the UAC would manufacture, so I deviated from the sphere shapes of the other powerups and went for a metal-tipped diamond thing. The electricity orbiting around it was a result of an effort to convey the whole "chaos" aspect of it, and I think it was pretty successful. Special thanks to Gutawer at the Joy of Mapping Discord for the original idea!
User avatar
DrPyspy
ITS NOT A PHASE MOM
 
Joined: 21 Feb 2015
Location: Utah, USA

Re: [WIP] Doom Delta - A delicious mix of Alpha and Beta

Postby Kinsie » Sun Oct 30, 2016 3:04 am

I'm not really sure that a Doom Bible mod needs voice acting, but everything else looks great!
User avatar
Kinsie
A Concept Utterly Obsolete
 
Joined: 22 Oct 2004
Location: MAP33
Discord: Find Me...
Twitch ID: thekinsie

Re: [WIP] Doom Delta - A delicious mix of Alpha and Beta

Postby DrPyspy » Sun Oct 30, 2016 3:18 am

Kinsie wrote:I'm not really sure that a Doom Bible mod needs voice acting, but everything else looks great!


I do agree with you there, voice acting is a bit strange in a mod like this. To clarify what I mean though, what I want to do is give each character unique grunts and screams, so that each character has more of a unique feel, you feel me?
User avatar
DrPyspy
ITS NOT A PHASE MOM
 
Joined: 21 Feb 2015
Location: Utah, USA

Re: [WIP] Doom Delta - A delicious mix of Alpha and Beta

Postby Kinsie » Sun Oct 30, 2016 3:48 am

DrPyspy wrote:
Kinsie wrote:I'm not really sure that a Doom Bible mod needs voice acting, but everything else looks great!


I do agree with you there, voice acting is a bit strange in a mod like this. To clarify what I mean though, what I want to do is give each character unique grunts and screams, so that each character has more of a unique feel, you feel me?
Oh, like in ROTT? That makes far more sense. Nevermind, then!
User avatar
Kinsie
A Concept Utterly Obsolete
 
Joined: 22 Oct 2004
Location: MAP33
Discord: Find Me...
Twitch ID: thekinsie

Re: [WIP] Doom Delta - A delicious mix of Alpha and Beta

Postby DrPyspy » Sat Nov 05, 2016 12:19 pm

Updated the alternate HUD to add some missing important elements.

Image

Image

There is now a score counter. Keys are there too.

Image

As you get closer to death, the health counter turns red. This picture doesn't show it off too well, because I'm already dead.

Image

Additionally, the bayonet was updated for consistency with the new rifle sprites, coming from the same source as the shotgun sprites. I've wanted to do this for a while, but I wanted to get the big stuff out of the way first.
User avatar
DrPyspy
ITS NOT A PHASE MOM
 
Joined: 21 Feb 2015
Location: Utah, USA

Re: [WIP] Doom Delta - A delicious mix of Alpha and Beta

Postby armymen12002003 » Sat Nov 05, 2016 12:20 pm

Looking good so far
User avatar
armymen12002003
Good to go.
 
Joined: 01 Jun 2011
Location: The Plastic World
Operating System: Windows 10/8.1/8 32-bit
Graphics Processor: Intel (Legacy GZDoom)

Re: [WIP] Doom Delta - A delicious mix of Alpha and Beta

Postby Captain J » Sat Nov 05, 2016 12:47 pm

Neat feature. But why not make ammo counter turns red when almost out of ammo as well? It could notice you that ammo is getting depleted quicker.
User avatar
Captain J
'OH YE'
 
 
 
Joined: 02 Oct 2012
Location: Secret Chamber
Discord: DiscussJ#3128

Re: [WIP] Doom Delta - A delicious mix of Alpha and Beta

Postby DrPyspy » Sun Nov 06, 2016 8:30 pm

Captain J wrote:Neat feature. But why not make ammo counter turns red when almost out of ammo as well? It could notice you that ammo is getting depleted quicker.


The only thing I'm worried about in this situation is that it might reduce the impact of the health meter turning red. Like, if the ammo counter is already red, it make take longer to realize that the health meter has also turned red. I'll try some ideas out and see if anything sticks, though.
User avatar
DrPyspy
ITS NOT A PHASE MOM
 
Joined: 21 Feb 2015
Location: Utah, USA

Re: [WIP] Doom Delta - A delicious mix of Alpha and Beta

Postby DrPyspy » Thu Nov 24, 2016 8:02 pm

Image

Image

Image

Here are some shots of a WIP pickup sprite for the Unmaker. The bottom left bone thing looks a bit strange, so I'll have to mess around with it some more.
User avatar
DrPyspy
ITS NOT A PHASE MOM
 
Joined: 21 Feb 2015
Location: Utah, USA

Re: [WIP] Doom Delta - A delicious mix of Alpha and Beta

Postby Captain J » Fri Nov 25, 2016 1:01 am

The pickup sprite looks neat and good to go! But it might need more flesh color like pinky's!
User avatar
Captain J
'OH YE'
 
 
 
Joined: 02 Oct 2012
Location: Secret Chamber
Discord: DiscussJ#3128

Re: [WIP] Doom Delta - A delicious mix of Alpha and Beta

Postby ThrashfanBert1994 » Sat Nov 26, 2016 9:31 am

Looks nice, keep up good work!
ThrashfanBert1994
 
Joined: 11 Sep 2015

PreviousNext

Return to Gameplay Mods

Who is online

Users browsing this forum: Google [Bot], Keldian, namsan, Simple Pie [RSS], Yandex [Bot] and 14 guests