[WIP][0.7.1] Typist.pk3 (Feedback needed p2)

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Re: [WIP][0.4] Typist.pk3

Postby m8f » Fri Nov 01, 2019 8:32 am

Something's wrong here. I run Typist with GZDoom 4.2.3 just fine. Typist has the clearly stated requirement for GZDoom 4.1.3 and up in the code. You should be able to load this mod without problems.

How does the error message look like?
Do you load other mods as well?
Are you running LZDoom by any chance?
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Re: [WIP][0.4] Typist.pk3

Postby Bezhael » Sat Nov 02, 2019 7:10 am

m8f wrote:Something's wrong here. I run Typist with GZDoom 4.2.3 just fine. Typist has the clearly stated requirement for GZDoom 4.1.3 and up in the code. You should be able to load this mod without problems.

How does the error message look like?
Do you load other mods as well?
Are you running LZDoom by any chance?


Whoops! I read the error message wrong.
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Re: [WIP][0.5] Typist.pk3

Postby m8f » Sat Nov 30, 2019 1:18 am

v0.5 is out!

This version hits an important milestone: E2M8 is beatable. Mind you, it's still a WIP. I'm far from satisfied with the gameplay, and there is much to do.

Changelog:

New:
- 1000 Russian words challenge
- option to enable death
- hide Typist interface if no enemies left
- commands for dashing to the left and to the right
- slow down projectiles that fly towards the player

Gameplay tweaks:
- allowed aiming targets behind the player
- don't process input keys that were pressed before Combat mode
- allow repeated (while pressing) Backspace
- allow Space key as an end for an answer (the same as Enter key)
- made commands shorter
- slow down monsters

Fixes:
- added better compatibility with Doom Tournament
- disabled Typist on titlemaps
- don't draw Typist interface when menu is opened
- got rid of weird symbol on Ctrl-Backspace in some cases
- no more turning and shooting in Combat mode in some cases
- don't repeat commands while Space/Enter is pressed
- set 1000 English world as the default challenge
- don't capture input events after finishing the level
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Re: [WIP][0.5] Typist.pk3

Postby Jarewill » Sat Nov 30, 2019 9:16 am

Glad to see it still being worked on. It's a pretty fun experience playing doom this way.
But the plasma rifle issue is still in, though seeing the increased damage it doesn't really seem that bad.
I was worried I worded myself wrong before, so I'll just post the video about it here.

From my understanding, holding enter skips A_ReFire completely, allowing for 100% accurate pistol/chaingun shots, but also decreasing the firerate of certain weapons.
Good example being the plasma rifle above. Another example of the top of my head would be Skulltag's minigun, though I haven't tested that one yet.
Though considering the increased damage, it does feel more balanced this way. Even though the chaingun shreds through everything.
Also the dash left/right feature is great, thank you for it and for the mod.
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Re: [WIP][0.6] Typist.pk3

Postby m8f » Sun Feb 16, 2020 8:17 am

Version 0.6 is released!

New stuff:
  • added score (featuring Lazy Points);
  • Mixed Lesson (use several lessons together);
  • Custom Text Lesson;
  • disabled seeking missiles due to limited mobility in combat;
  • removed `explore` command, forced switching to Exploration mode is now by Esc key;
  • configurable command prefix;
  • commands for dashing forward and backward;
  • mode is now displayed as target color instead of a text label;
  • added random text tips to main menu.

Fixed:
  • mod was effectively disabled after loading a save.
  • don't exit Combat mode immediately. This helps in situations when an enemy walks in and out of sight repeatedly.
  • don't show Typist interface when Automap is open.

Cannot be fixed:
  • Plasma refiring (and refiring in general) from post above this. Details.
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Re: [WIP][0.7] Typist.pk3

Postby m8f » Sat Apr 11, 2020 8:45 am

Typist.pk3 v0.7 is released!



This release is fully playable, and occasionally even fun. All critical features are implemented. The focus of this release is customization and audio feedback.

Changes from v0.6:

  • sound effects (thanks to Captain J)
  • new answer confirmation mode: as soon as it matches (optional)
  • command names are now configurable
  • organized option menus
  • new lesson: *nix command line
  • random letters and random numbers lessons are merged into one configurable lesson
  • key to force Combat mode
  • command to reload weapon
  • remove turn commands

Turns out that I haven't replied.
Jarewill wrote:But the plasma rifle issue is still in, though seeing the increased damage it doesn't really seem that bad.

Tried, cannot fix. Also, continuous fire is broken in v0.7. Welp.
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Re: [WIP][0.7] Typist.pk3

Postby m8f » Mon Apr 13, 2020 7:33 am

Little bit of background here.

What's the purpose of this project? Why am I doing this?


Typist.pk3 serves the following purposes:
P1. Check the limit of my programming skills. It should provide an answer to the question "How long can I develop a program, add new features, and keep it maintainable?"
P2. Check the limit of my modding skills. It should provide an answer to the question "Can I develop something that is fun to play?"
P3. [Warning! Optimistic expectations ahead] Lure people outside of Doom community into Doom. I will succeed if at some point people will be comfortable with casually dropping a line like "Did you know that you can practice typing while playing Doom?" to their friends.

Besides that, Typist.pk3 is interesting to me because it is an experiment. As far as I know, there are no projects like this. Typist.pk3 would fall into "Gameplay TC" category if it existed. The closest thing (and, of course, very different) that I know is Mr. Friendly. It takes the game and gives it a totally new purpose. So, I'm exploring new lands here. As any experiment, Typist.pk3 needs data, so knowledge can be produced from it. Here, data is player feedback, feelings, and opinions. While I, as the author, am able to evaluate the quality of this mod to some extent, it's not enough. So, I'm asking you for help. If you can answer at least one of the following questions, please go ahead.

Q1. Have you played this mod? (I don't really know if anyone actually plays it)
Q2. If you have, what do you dislike? (jarring mechanics, confusing controls, anything)
Q3. Did you encounter balancing issues? (too difficult, too easy)
Q4. What lessons did you try?
Q5. Have you tried Custom Text Lesson? What text did you load?
Q6. What is missing for this mod to be fun, in your opinion? (the mod is mostly completed, the next planned things are nicer visuals, typing statistics, and more compatibility)
Q7. Do you see any future for Typist.pk3?
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Re: [WIP][0.7] Typist.pk3

Postby Jarewill » Mon Apr 13, 2020 8:22 am

m8f wrote:Turns out that I haven't replied.

Firstly I thought this was a reply:
m8f wrote:Cannot be fixed:
  • Plasma refiring (and refiring in general) from post above this. Details.


Secondly I can provide some answers to the questions:
Spoiler:


Lastly I noticed something weird as I was running around MAP01 of Doom 2.
As I am walking randomly, I sometimes enter combat randomly when there are no enemies nearby, which stops me right in my tracks.
I don't have a way to reproduce it 100% of the time. It's rather random and happens usually in the corridor with the health bonuses when all zombies there are dead.

Also the Typist options menu flashes so nicely. :O
Such a little thing, but once spotted, it's a wonder.
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Re: [WIP][0.7] Typist.pk3 (Feedback needed p2)

Postby Captain J » Tue Apr 28, 2020 1:27 am

Oh snap! Forgot to see this thread. Thank you so much for using some of my sound effect! Glad they're satisfying enough for you to use them just fine.

But i think i found some weird things in the mod, though. Like, when i played the game for the first time, the default lesson was russian for some reason. Also why the fail sound play along with the correct one when i type the correct word?
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Re: [WIP][0.7] Typist.pk3 (Feedback needed p2)

Postby Unicornpooper777 » Tue Apr 28, 2020 8:34 am

Are those the guns from scorn? Because they look familiar
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Re: [WIP][0.7] Typist.pk3 (Feedback needed p2)

Postby m8f » Tue Apr 28, 2020 9:01 am

Jarewill, thanks for the feedback!
Oh, that random combat - it seems that wasn't just me seeing things. Will investigate.

Captain J:
Default Russian letters lesson - unfortunately it will pop up for the users that used the mod before. Basically, I removed one of the lessons from the list, and index shifted by one position. I should be more careful with such things in the future.
Fail sound - strange. Will investigate.

I guest a bugfix release is on the way.

Unicornpooper777 - I'm not really sure from where Scumhead, the author of Shrine, draws inspiration. There are no guns in Typist.pk3 itself.
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Re: [WIP][0.7.1] Typist.pk3 (Feedback needed p2)

Postby m8f » Sat May 30, 2020 4:28 am

Bugfix update! Get v0.7.1 here.

Changelog:

- fixed "wrong answer" sound playing when the right answer is typed in;
- fixed Combat mode self-activating some time after the fight is over.
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Re: [WIP][0.7.1] Typist.pk3 (Feedback needed p2)

Postby Captain J » Sat May 30, 2020 10:21 am

Thanks for the update. Glad the wrong sound playing while typing something correct is fixed.

But i think i have another problem: The clear sound effect once the enemies are gone, are quite getting repetitive. Especially if you have to turn off the battle mode because they're hiding and have to get them one by one. Maybe make it play only if you literally clear the area?
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Re: [WIP][0.7.1] Typist.pk3 (Feedback needed p2)

Postby m8f » Sat May 30, 2020 11:00 am

Can do. Added an issue.
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Re: [WIP][0.7.1] Typist.pk3 (Feedback needed p2)

Postby ZikShadow » Tue Jun 23, 2020 10:28 pm

Cobbled up a sprite set to replace Doom's gun sprites with keyboards of varying colors. Not exactly elegant, but it does get you in the mood when playing this mod by itself (or with minimal gameplay changing addons).

Credit goes to Half-Life Enhanced, of which its keyboard model was most useful in making up the initial base sprites.





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