Bullet-Eye (SNES/Retro Style Mod) v0.10 - 1-Up!

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.

Should Weapon Leveling Be Removed?

Yes, as long as all current weapon effects are kept.
1
6%
Somewhat - move all effects to level 1, and reserve the other two levels for bonuses such as mag size capacity.
2
11%
No, it makes the mod unique.
15
83%
 
Total votes : 18

Re: Bullet-Eye (SNES/Retro Style Mod) v0.10 - 1-Up!

Postby Linz » Sat Jul 11, 2020 3:08 pm

Hey,it's the guy with no icon yet again,lul


Jokes aside,I'm on the lookout for mapsets to play and such,and I was wondering if you know any good mapset you'd reccomend I'd play with Bullet Eye?

Oh and I should probably ask this,are you going to remove the Damage sliders for the next update? Noticed it was absent in the development version
Linz
 
Joined: 29 Jun 2020

Re: Bullet-Eye (SNES/Retro Style Mod) v0.10 - 1-Up!

Postby Mor'Ladim » Wed Aug 26, 2020 11:57 pm

Linz wrote:Hey,it's the guy with no icon yet again,lul


Jokes aside,I'm on the lookout for mapsets to play and such,and I was wondering if you know any good mapset you'd reccomend I'd play with Bullet Eye?

Oh and I should probably ask this,are you going to remove the Damage sliders for the next update? Noticed it was absent in the development version


Sorry it took ages to get back to you. As for mapsets, I posted a few recommendations earlier in the thread, but the list is:

Scythe 1 & 2 are always good choices. If you're looking for short bursts of gameplay, Congestion 1024 and the like are fun! I heard Super MAYhem 17 is also fitting, but haven't really tried it myself yet. There are not many mapsets out there that exactly fit the theme, so anything works. I do love running it with "TVR! Revolution" the most, however,

Also, yes, the damage and defense sliders are going to be removed in the next stable update. They were removed for at least two reasons: it was from a time where I used bad practices picked up from another developer, as if you have to use sliders to balance the game, then I didn't balance it properly in the first place. Second, some people didn't read the warning next to the download link to set the slider values to their liking (or the default 1.0 setting) before playing, as evidenced by some Youtube videos of players rarely taking damage. This was due to how the sliders worked, in that they were be set at their highest value upon running the mod for the first time.

Also, we are keeping durability on equipment items, but scrapping the idea for having them on weapons. Instead, we will repurpose the durability bar to be an experience bar. This will essentially be used to level weapons now. You earn XP for kills, gain a chunk from using Weapon Enhancers, and from picking up duplicates of the current weapon. The original L4 under the durability system would make a weapon indestructible. Instead, we will cause L4 to grant a weapon infinite ammo, so that way people who enjoyed the infinite ammo option will still have a way to utilize it, but they must work for it!


Seen above is the new weapon crafting window. As you can see, since I've only found the Winged Reaver, only that weapon is available to craft, but the list will fill out as you find other weapons. This will compliment the equipment bonus system well, or just allows the player to switch to another weapon when a situation calls for it. Score items now grant materials for crafting, so be sure to pick them up! Also, yes, that text bleeding out of the window will be fixed!


Here we can see changes to the Weapon Panel. To the right is a counter of how many Weapon Enhancers the player has, and the controls to utilize them. As noted, they no longer directly level up a weapon, but grant a chunk of experience instead. The weapon pros and cons list was instead replaced with attributes, which should better serve to compare weapons between others.


As you can see, Sub-Weapons were also removed, but not lost. They will all be converted to a primary weapon for the most relevant weapon family. The Mag Shurikens above and the Scatter Bombs seen here are just some examples of the changes. Hopefully they are still fun to use!

We are getting much closer to an update. I would like to add at least one new Melee weapon, and at least one more Support (as there is currently only one). The rest of the changes should be fairly minor and quick to do, so I should be able to get an update out sooner rather than later. Besides, it's already been almost one year with no updates to the stable release!

To those of you who have stayed with us for this long, thank you for playing! We appreciate it!
User avatar
Mor'Ladim
Does this man finish anything?!
 
Joined: 27 Sep 2005
Location: An artifact in an image you foolishly saved as a JPEG.
Discord: Mor'ladim#7303

Re: Bullet-Eye (SNES/Retro Style Mod) v0.10 - 1-Up!

Postby Linz » Thu Aug 27, 2020 6:13 am

Ah,this all looks pretty cool!

How about the health system though,have you decided to keep it,add an option to enable the old one,what?

And another question,will there be a slider that'll allow us to tweak the XP gain?
Linz
 
Joined: 29 Jun 2020

Re: Bullet-Eye (SNES/Retro Style Mod) v0.10 - 1-Up!

Postby Accensus » Thu Aug 27, 2020 8:15 am

How about the health system though,have you decided to keep it,add an option to enable the old one,what?

It's way too complicated to add an option for that without losing my sanity. We're keeping the new one but it has been vastly improved and trusted sources say it's marginally more playable now.

And another question,will there be a slider that'll allow us to tweak the XP gain?

Could add one if Mor isn't against it. It'd be a simple multiplier.
User avatar
Accensus
Vector, locked in.
 
Joined: 11 Feb 2016
Location: Somalia
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

Re: Bullet-Eye (SNES/Retro Style Mod) v0.10 - 1-Up!

Postby Linz » Fri Aug 28, 2020 9:40 am

Ok so after playing with the dev build again,I think I've grown acustomed to the new health system after all thanks to the changes made

Also one thing i would like to see is an indicator or something that shows up when you've leveled up a weapon

Also I've noticed that weapons that were orginally Seek are now Rapid instead.I'm guessing you removed the Seek category all together?

(Unimportant Side Note: That feel when you got so many weapon chest keys but no weapon chests spawn ;n;)

OH another thing: I noticed the Bullet-Eye meter is now divided into sections.What's up with that?
Linz
 
Joined: 29 Jun 2020

Re: Bullet-Eye (SNES/Retro Style Mod) v0.10 - 1-Up!

Postby Mor'Ladim » Fri Aug 28, 2020 3:39 pm

Linz wrote:Ok so after playing with the dev build again,I think I've grown acustomed to the new health system after all thanks to the changes made

Also one thing i would like to see is an indicator or something that shows up when you've leveled up a weapon

Also I've noticed that weapons that were orginally Seek are now Rapid instead.I'm guessing you removed the Seek category all together?

(Unimportant Side Note: That feel when you got so many weapon chest keys but no weapon chests spawn ;n;)

OH another thing: I noticed the Bullet-Eye meter is now divided into sections.What's up with that?


Yes, all the health system really needed was a boost in the number of health units. Before it was just 6, and that is definitely too small for how hectic things can be. I may need to adjust some damage values of a few enemies still, but I definitely won't do anything too over the top.

For weapon leveling, I was going to see about adding a sound that plays when a weapon levels up. Though I believe adding a visual indicator somewhere would also be helpful.

I am glad you were able to figure out that those boxes are weapon chests. I was worried players wouldn't know what they were and not sure what to do with them. I think the key 'bubble' helped with that, as suggested by another player. I'll see about adjusting the spawn rate of the chests, and possibly even make stronger enemies drop some. There will also be a counter for how many keys the player has, so we didn't forget about that!

The Bullet-Eye meter has 2 lines. The first solid line on the left indicates when an ultimate can be activated, as the player no longer needs a full bar to use it. The dotted line represents the point when the meter stops decaying. This means that any energy amount over 50 will slowly be lost until it reaches that line, so it's better to use it than to lose it! Kills with an ultimate weapon also grant some crafting materials now.

Thanks for testing the dev build and I greatly appreciate your feedback!
User avatar
Mor'Ladim
Does this man finish anything?!
 
Joined: 27 Sep 2005
Location: An artifact in an image you foolishly saved as a JPEG.
Discord: Mor'ladim#7303

Re: Bullet-Eye (SNES/Retro Style Mod) v0.10 - 1-Up!

Postby Linz » Fri Aug 28, 2020 5:48 pm

OH! Btw,what will you do with the health ups bosses drop when killed?

OH another suggestion: I think it would be cool if you could change wha sound plays when a weapon levels up

About the BE meter,ah I see,guess I'll have to get into the habit of using it a bit more often

Also you're welcome :3
Linz
 
Joined: 29 Jun 2020

Re: Bullet-Eye (SNES/Retro Style Mod) v0.10 - 1-Up!

Postby Mor'Ladim » Fri Aug 28, 2020 9:04 pm

Linz wrote:OH! Btw,what will you do with the health ups bosses drop when killed?

OH another suggestion: I think it would be cool if you could change wha sound plays when a weapon levels up

About the BE meter,ah I see,guess I'll have to get into the habit of using it a bit more often

Also you're welcome :3


The Max Health powerups still exist, but they currently only appear where Megaspheres do. I'll most likely place them back on boss drop lists once I replace the bosses, as they are too easy at the moment to drop such a reward. Perhaps rescuing a number of Survivors (let's say 10) could reward a max health upgrade as well.
User avatar
Mor'Ladim
Does this man finish anything?!
 
Joined: 27 Sep 2005
Location: An artifact in an image you foolishly saved as a JPEG.
Discord: Mor'ladim#7303

Re: Bullet-Eye (SNES/Retro Style Mod) v0.10 - 1-Up!

Postby Linz » Sun Aug 30, 2020 2:24 pm

Also can I say


I find it hilarious how different the current and development person's title screens are

The current is all serious and stuff and then the development on is basically happy cheery winter themed music
Linz
 
Joined: 29 Jun 2020

Previous

Return to Gameplay Mods

Who is online

Users browsing this forum: blealolealoleal, BoneofMalkav, Officer D, Ryuhi, Zackdoessomething and 14 guests