Hearts of Demons - REVENANT [Early Alpha Release]

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Hearts of Demons - REVENANT [Early Alpha Release]

Postby Brohnesorge » Sun Jan 06, 2019 6:29 pm

GZDoom 3.7.1 or higher recommended!
Discord Server for my mods


THE GIT REPOSITORY
Download button is the little cloud button with an arrow on the right. Click "download as zip" afterwards.
GZDoom can run zips like it can pk3 or WAD, so after downloading just load it up like you would any other mod.

Death is just the beginning of new life.

In Hell, this is especially so. Corpses dragged to some dark corner. Infused with dark magics and augmented with cybernetics. Now near mindless slaves filled with fury and hate.

This was your fate. Slain in the defense of humanity, your body experimented on to improve on these slaves. But something went wrong. Your mind remains yours. Stripped of memory and gifted a new body with no master to serve, you lash out in seemingly unending anger and agitation.

Destroy everything. Fulfill your purpose as...

Image

A Revenant.

Master the use of your hands, cannons and even the very magic that keeps you alive to crush all things in your way.

Gameplay Changes

The Revenant is a powerful a versatile creature capable of using its hands and its shoulder mounted weaponry completely independently of each other. Unlike most Revenants, your armor allows you to mount several different shoulder cannons to choose from, and your more coherent mind allows you to wield weapons recovered from fallen enemies with your hands. You and your powers are fueled by an dark energy your on board AI tells you is called 'Grave'. Grave can be restored and your body repaired by absorbing souls. When your weapons run out of ammo, you can burn through your Grave to continue to fire them.

Make sure you have the Fire, Alt-Fire, Zoom and Reload keys mapped! Playing with Allow Crouch set to 'On' in Gameplay Options highly recommended. Playing with Auto-Run off is also recommended.

Weapons

Weapons specially designed for the MK2 model of Revenant can be recovered on the field. An unidentified entity has placed crates of these weapons all around. Hypothesis : A creator is gathering combat data on its creation.
I wonder if this creator expects me to be able to pick up and use the guns from the possessed soldiers. I know these hands can dish out some major pain even without a weapon.
The Project's specifications are unknown to this unit. Accessing index of know weapons...

[spoiler=Revenant Weapons]Your shoulder cannons serve as your primary weapons. They can be fired with Fire and are switched with the number keys.

Slot 2 - Revenant Rocket Launchers MK2
A greatly improved model of the standard Revenant Rocket Launcher. Improvements from the original model are greater rate of fire, improved homing and much more reliable damage. The ammunition are fiery spheres of bone possessed with lesser spirits that seek out any creature that is not the unit who launched it. These spheres are made in the field by an aura the cores of Revenant's emit that gathers together the bone matter of fallen corpses as the creature dies. As such, they can be found everywhere and many fallen foes will produce them. Over 87% of all Revenant units are equip with this weapon.

That explains why the son of a bitching things never seem to run out of ammo.

Slot 3 - Aym Flame Cannons
A specialized version of the Belial Flak Cannon once used by *ERROR* SPECIFICATION UNKNOWN TO USER. CHANGING SPECIFICATION TO FAMILIAR TERMINOLOGY Hell Nobles. Belial Flak Cannons are giant weapons that fire wide and thick sprays of razor sharp flak from flame enchanted canisters forged by a powerful demon smith. The models used by this unit have been miniaturized to assure weapon mount and unit integrity can be assured. This results in a much smaller spread, shard count and shard size. And unexpected side effect of the miniaturization is the shards are expelled at a much higher speed and temperature, but the exact number and size of the shard varies wildly. Number of Revenant units equip : 1.

Slot 4 - Hydra Chainguns
This linked pair of specially made chainguns fires large caliber bullets with modest accuracy and a moderate rate of fire. The linked nature of the weapon compensates for the lower rate of fire caused by the weight of the ammo and the components by alternating the firing sequence of the weapon.

Based on the belt, it looks like this is a higher calibur than your typical light machine gun. Crazy how I don't feel the recoil of this weapon at all. The mounting units are well made if nothing else.

Slot 5 - Dual Leviathan Missile Launchers
A large missile launcher usually mounted on specifically designed units for special missions. It fires powerful high speed missiles with a specially enchanted Hellfire warhead that has a great blast radius and leave the air burning for a few moments after detonation. This unit is the only unit authorized to be mounted with two. 4% of Revenant units are equip with this weapon.

Slot 6 - Malphas Rocket Launchers
A improved design of the Revenant Rocket Launcher, based on the Moloch multi rocket launcher used by hell nobles. Features improved rocket assembles that include much stronger homing, an acceleration period for higher speed and explosive damage. However, these rockets must be prebuilt from the material of Revenant rockets, and cannot be harvested by the unit. A minor setback in he face of much greater rate of fire and damage output. Originally intended to replace the Revenant Launcher on the MK 2, it became an auxiliary weapon as the ammo issue could not be solved. Number of Revenant units equip: NONE.

Slot 7 - Bahamut Rail Cannons
A extremely powerful and accurate long range weapon. It fires specially enchanted bolts at intensely high speeds, dealing heavy damage and often completely obliterating smaller targets. This is achieved by the weapon imbuing lightning magics into the bolt, greatly increasing its already high speed and striking power. However, these magics must be recharged after every shot, resulting in a very low rate of fire. Revenant units equip with this weapon are considered special artillery, and are outfitted with heavy duty armor to help mitigate the recoil from the weapon. 7% of Revenant units are equip with this weapon.

Slot 8 - Behemoth Grave Emitter - COMING SOON[/spoiler]

[spoiler=Secondary Weapons]I can recover and use the weapons of falling zombies and possessed with my hands, or I can just start throwing hands. This AI doesn't know anything about any of these weapons, but I remember them. Mostly.
Operation of unknown equipment outside of data parameters is not recommended for the long term operation of this unit.
This fucking thing is in my head. How could I forget.

Zoom switches hands between melee and guns. Reload switches the selected weapon. Alt-Fire uses your hands. Hands can be used regardless of what your shoulder cannons are doing, allowing you to shoot or use melee while firing shoulder cannons.

--Guns. Dropped by enemies in place of Revenant weapons--
Shotgun - Ah, a good old shotgun. It’s the kind of trench gun preferred by soldiers for the tight quarters of space stations and installations. Reliable and powerful, it fires standard buckshot. I lack the equipment to carry around a large amount of shells, but it’s still a very useful weapon.
LMG - machine gun normally to be used while mounted or prone. It has a pretty long ammo belt, and is decently accurate and powerful. I should be able to use it like a rifle with this new body no problem. I...I don’t remember the exact model.
Grenade Launcher -A newer model grenade launcher. It’s externally bulky and over designed but internally the same as a...uh...whatever. I don’t remember that either. It shoots powerful hybrid HE/Fragmentation grenades. That’s all that’s really important. Its grenades are affected by gravity, so I need to aim high.

--Melee--
Fist - Those bony bastards have surprising strength for not having any muscles. Must be the cybernetics. Mine are better and let me punch faster.
Axe - I mean. I guess. I'll take the damn thing with me. Nothing will expect a 4 meter tall cybernetic skeleton to come running at them, cannons blazing with a god damn battle axe. Its slower to swing than my bare hands, but with this size and weight, it should be able to smash through multiple enemies easily...


Items and Upgrades
A primary feature of the MK2 Revenant armor is a modular design allowing for the installation of multiple shoulder cannons and various hardware and software upgrades. UPGRADES UNDER CONSTRUCTION. MK2 Armor comes in 3 classes : Light, Medium and Heavy.

Spoiler: Items


Bit outdated preview vid:



The follow up to Hearts of Demons - BARON is finally here. Featuring everyone's favorite dooting angryboi. The philosophy is much the same: take the monster, make it playable and expand upon its abilities and lore with the power of fanfiction headcanon. And being overpowered. While Baron focused on magic, Revenant focuses much more on weaponry and cybernetics. Keep in mind, this is currently an ALPHA, with many elements missing, incomplete or being placeholders. That said, I'm releasing it so it can be shared and played, and am looking for any and all comments, concerns and issues.

Spoiler: Planned features
Last edited by Brohnesorge on Wed May 06, 2020 12:11 pm, edited 5 times in total.
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Re: Hearts of Demons - REVENANT [Early Alpha Release]

Postby YoBadMama » Mon Jan 07, 2019 12:33 am

I love playing HoD Baron, so I had to give this one a try! Had a few user errors going in, mainly because, being used to the baron, I charged into everything and kept jumping into lava pits, but after playing for a bit he was easy to get used to. The main guns are great, the secondary weapons were an awesome surprise (I went in blind), and I really like the lore and background to the weapons, pickups, and items, adds a lot of personality to the mod and the revenant.

A humorous note is that if I attack with a secondary weapon and quickly press the reload key, it will make the weapon duck down like it's being changed while the attack animation plays and the weapon will come back up and rest at the center of the screen, so I could have a floating, disembodied revenant hand or axe head floating in the center of the screen. It fixes itself the next time you attack with it, so it's not serious. Tried getting a screenshot of it, but it only captures GZDoom's console box, and not the actual game.
As for major issues, I haven't experienced any.

Loving the mod so far, and I'm excited to see what comes next! :D
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Re: Hearts of Demons - REVENANT [Early Alpha Release]

Postby SHayden » Mon Jan 07, 2019 4:52 pm

:wub: finally, I've been waiting for this for sooooooooooooooo long :wub:
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Re: Hearts of Demons - REVENANT [Early Alpha Release]

Postby YukesVonFaust » Mon Jan 07, 2019 4:59 pm

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

brohnesorge why
i'm agitated to play this rn
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Re: Hearts of Demons - REVENANT [Early Alpha Release]

Postby Tartlman » Tue Jan 08, 2019 4:15 pm

Well, i'll say, it's super fun.
not sure if zipping around at sonic speed is something i'd expect out of skeleton, but that's fun i guess

edit: just wondering, what hearts of demons mods will we see next? probably archvile, maybe imp?
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Re: Hearts of Demons - REVENANT [Early Alpha Release]

Postby Brohnesorge » Tue Jan 08, 2019 8:15 pm

Thanks everyone for playing so far! I'm glad to see that reception is mostly positive and keep it coming, but please do not refrain from posting any concerns or criticisms you might have. Just keep in mind this is an Alpha and a lot of stuff is subject to changed. Now to respond to some stuff...

YoBadMama wrote: Overlay placement stuff

This is known and will be fixed later on. It's pretty minor, doesn't interfere with gameplay that much, if at all, and fixes itself after firing again, as noted. But overlays are wacky is the source of that.

Tartlman wrote:Gotta go fast and future HoDs

Revenants are among the fastest non-boss enemies in the game, tied with Pinkies and second only to Archviles, so it made sense to me to make the MK2 fast. I do plan on overhauling his movement a bit later on, just so you don't go from 0 to AAAAAAAAAAAAAAAAA instantly. As for future HoDs, the only ones I plan on making after this are Archvile and Arachnotron. The others I either don't find interesting enough as monsters, like pinkies or imps, or I don't think I could make them fun to play, like manicubi.

I want to also note that until the mod is out of Alpha, I won't be making any kind of changelog here on the forums, and updates to the repo will be silent. Just check in on it every once in a while or join the Discord to stay up to date on it. Once it get into Beta, then I will start actually making segmented updates with announcements and change logs. I will consider the mod in Beta when all the weapons and spells are in.

Thanks for playing so far and keep me posted!
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Re: Hearts of Demons - REVENANT [Early Alpha Release]

Postby SHayden » Sun Jan 13, 2019 2:40 pm

Can't run in zandronum for some reason, I know I can play it in gzdoom but i'm trying to play multiplayer with a friend...any ideas?
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Re: Hearts of Demons - REVENANT [Early Alpha Release]

Postby Brohnesorge » Sun Jan 13, 2019 2:43 pm

The mod uses ZScript, which Zandro does not support. Additionally, due to the way weapon and item spawning works, the mod will not work in multiplayer regardless of source port.
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Re: Hearts of Demons - REVENANT [Early Alpha Release]

Postby SHayden » Sun Jan 13, 2019 2:51 pm

Thanks for the quick reply....:/
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Re: Hearts of Demons - REVENANT [Early Alpha Release]

Postby Tartlman » Tue Jan 15, 2019 7:13 pm

SHayden wrote:Can't run in zandronum for some reason, I know I can play it in gzdoom but i'm trying to play multiplayer with a friend...any ideas?

So here's something you should probably know:

zandronum doesn't support very much stuff. It's pretty far behind gzdoom. You can play multiplayer in gzdoom, just google a guide or something.
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Re: Hearts of Demons - REVENANT [Early Alpha Release]

Postby Goregrinder » Thu Feb 21, 2019 1:42 am

I just came back to playing doom and doom mods, and this really kicks ass. I love the weapons and the combination of the shoulder mounted weapons and the handheld stuff. Very cool
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Re: Hearts of Demons - REVENANT [Early Alpha Release]

Postby lwks » Mon Mar 11, 2019 5:02 pm

Cool mod, you seemed to have learned a lot after making the Baron one. Maybe merge the two together and all future Hearts of Demons? Btw what do you think about moving the shoulder weapons up to the top of the screen? RIP FoV
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Re: Hearts of Demons - REVENANT [Early Alpha Release]

Postby fakemai » Tue Mar 12, 2019 1:22 am

Just a few comments. Weapons need to not whiff if you're too close to a wall, it makes the main rocket launcher extremely dangerous. Also it'd be nice if the fists can continue to be used when you have the halberd since it's a Revenant you're playing. Punching things is his charm. Otherwise I'm loving the concept as much as HODB, can't wait to see it finalized! Oh, and I'd like to second merging into HODB since it'd be great multiplayer fun to have different classes, but no idea how that would work out item-wise.

Also generally, I'd advise to people to play this on more open maps, the lower ceilings in a lot of the vanilla ones doesn't work well with taller monsters in general. Colourful Hell is also a good idea like with HODB since the vanilla monsters are no challenge.
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Re: Hearts of Demons - REVENANT [Early Alpha Release]

Postby Brohnesorge » Tue Mar 12, 2019 11:30 pm

Wall whiffing is something I'm working on trying to mitigate without completely sacrificing visual integrity. In the meantime, the Hydra is hitscan and as such is unaffected by walls, and the hand guns are meant to cover the difference in tighter quarters and are also hitscans. Melee is also getting reworked almost completely, and eventually you will be able to throw the axe to bring back punching stuff on top of a Slot 1 melee weapon coming: The Ereshkigal Rocket Fists, a whole arm and should device that can't be used with cannons but allows for crazy charging and explosive punches!

As for merging HODR with HODB and future HODs...as it stands now it's impossible as the two mods are wildly different from each other under the hood, even if they share some concepts. Even more so with future HDDs as they will also feature unique gameplay. That said...perhaps at some point down the road, a multiplayer multiclass HOD could be made that features more homogenized (if stripped down) features to allow for multiplayer could be made...maybe.

FoV concerns are heard and noted. I will see what I can do about it, but I'm hoping once I can start making sprites for the weapons instead of just bootlegging it, it will be less of a concern.

Thanks for your feedback and enjoyment of the mod! As always keep me posted.

EDIT: I highly recommend you guys set Allow Crouch in Gameplay Options to ON. This will let you crouch regardless of map settings and may help with ceiling whiffing issues.
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Re: Hearts of Demons - REVENANT [Early Alpha Release]

Postby JadedLexi » Sun Mar 24, 2019 12:23 pm


thing I recorded earlier. I have target spy autoloaded and I might've flailed around trying to hit bees a bit.
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