[0.6.1] Punkwild! (New Weapon! 4/26/21)

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: [0.6.1] Punkwild! (New Weapon! 4/26/21)

Postby A.Gamma » Fri May 07, 2021 1:59 pm

Here's a small bugfixing and balance version, not much has changed except some number tweaking here and there. Do let me hear your thoughts.

Download
AGPunk_0.6.1

Changelog
Spoiler:
User avatar
A.Gamma
 
Joined: 13 Dec 2010

Re: [0.6.1] Punkwild! (New Weapon! 4/26/21)

Postby SatanistStone81 » Wed Jun 02, 2021 6:31 pm

I have a good idea on how you can expand on this mod, you should put some human enemies in the game (Wolfenstein, Rise of the triad, blake stone, etc) and any other kind of human enemy from a 90's video game. Also a good idea I have would be to have 5 or so characters that you can choose from like in Rise Of The Triad. Basically an anarchist punk group of people (like the HUNT from ROTT) they would all be punks. Even add some more weapons and possibly put anarchy symbols on the guns.
SatanistStone81
 
Joined: 02 Jun 2021
Operating System: Windows 10/8.1/8/201x 64-bit

Re: [0.6.1] Punkwild! (New Weapon! 4/26/21)

Postby Dr_Cosmobyte » Wed Jun 02, 2021 7:30 pm

It's not an easy work to create new classes. Even more in a personalized art style as A.Gamma's.

But one thing i would suggest tho, since we're at it: a "Enemies only" version would be interesting. The choice of sprites is very consistent.
User avatar
Dr_Cosmobyte
Also known as: GAA1992
 
Joined: 04 Jun 2015
Location: Killing spiders.

Re: [0.6.1] Punkwild! (New Weapon! 4/26/21)

Postby Captain J » Thu Jun 03, 2021 3:36 am

Oh yeah, human-only enemy roster would be hella realistic and rad! But if someone's can't wait, i think Wildweasel's Terrorists! or Woolie Wool's Mutiny have full roster of human to robot enemies so in the meantime we can use these.
User avatar
Captain J
That's Amoreee
 
 
 
Joined: 02 Oct 2012
Location: A Year old Pizza Box
Discord: DiscussJ#3128

Re: [0.6.1] Punkwild! (New Weapon! 4/26/21)

Postby SatanistStone81 » Thu Jun 03, 2021 7:22 pm

Thanks for mentioning those mods, I just downloaded them.
SatanistStone81
 
Joined: 02 Jun 2021
Operating System: Windows 10/8.1/8/201x 64-bit

Re: [0.6.1] Punkwild! (New Weapon! 4/26/21)

Postby A.Gamma » Fri Jun 04, 2021 1:45 am

SatanistStone81 wrote:I have a good idea on how you can expand on this mod, you should put some human enemies in the game (Wolfenstein, Rise of the triad, blake stone, etc) and any other kind of human enemy from a 90's video game. Also a good idea I have would be to have 5 or so characters that you can choose from like in Rise Of The Triad. Basically an anarchist punk group of people (like the HUNT from ROTT) they would all be punks. Even add some more weapons and possibly put anarchy symbols on the guns.


Multiple classes is an idea I've been entertaining for a while; but one that is unlikely to happen for a multitude of reasons, first is the amount of work required to make each class feel different from each other while sticking to a cohesive style of gameplay, then there's also the fact that a good part of what makes Punkwild is Jazz herself. Adding multiple classes would mean getting my hands on a bunch of voice lines to represent said new classes/characters, which can be as much work as the coding itself. Still, I might return to this idea once I hit 1.0.

As for adding enemies from multiple games, I'm not keen on the mismatched art styles that would bring. But still is a fun suggestion, and one that is more likely to happen when compared to the multiple classes.

Dr_Cosmobyte wrote:It's not an easy work to create new classes. Even more in a personalized art style as A.Gamma's.

But one thing i would suggest tho, since we're at it: a "Enemies only" version would be interesting. The choice of sprites is very consistent.


Heh, I'll do the monsters only version just for kicks after finishing work on 0.6.2. I'm sure Punkwild's bestiary will be a challenge for good ol' Doomguy.

Captain J wrote:Oh yeah, human-only enemy roster would be hella realistic and rad! But if someone's can't wait, i think Wildweasel's Terrorists! or Woolie Wool's Mutiny have full roster of human to robot enemies so in the meantime we can use these.


Mutiny's bestiary might be a good fit for Punkwild after some modifications, so I'll take a look at it for a hypothetical future monster add-on.
User avatar
A.Gamma
 
Joined: 13 Dec 2010

Re: [0.6.1] Punkwild! (New Weapon! 4/26/21)

Postby Baratus » Thu Jun 10, 2021 7:47 am

This mod hits it out of the park in terms of unique gameplay style and visuals. My first experience with the game was not so great though, as I found myself getting pummeled with enemy projectiles without the kind of mobility and movement speed to dodge them, and the double-tap dodge was hard to pull off. I felt too slow and also out of control.

I am thankful for the CVARs that let me modify the damage I deal and take. Turning up my weapon damage helped a lot in making sure I spent more time killing than being killed and made my experience a lot less annoying, still, it's very unforgiving. I appreciate challenging games, and this mod definitely feels very different from the original Doom and most games I have played - the gameplay resembles Viscerafest somewhat - but the weapons feel a bit clunky. The single shotgun is powerful but it feels a little bit delayed, and it has an inactive state after firing, and if I press the mouse button again during this brief period, the weapon stops autofiring. There is a slight lack of snappy immediacy in the weapons that was present in Demonsteele, which complemented the fast and furious pace of that mod. Without it, I feel like I'm fighting the controls in order to play, when the mod is already hard enough. I feel like the game is forcing me to be more careful and methodical, which I feel personally goes against the "wild anarchy punk rock" aesthetic that the mod is going for, so perhaps I went in with the wrong expectations.

I have the double-tap dash disabled, and this sometimes causes me to dash two times in different directions when I've let go of the run button.
I find it strange that there isn't a quick melee option, when you're stuck with the revolver in a fairly populated first map, it can feel a bit of a slog.

First impressions aside, I admire the effort that went into this, and it's shaping up really well. I'll stick with this mod and try to get a better feel for it.
User avatar
Baratus
 
Joined: 08 Jun 2006
Location: A land of dust and spiders

Previous

Return to Gameplay Mods

Who is online

Users browsing this forum: Asurmen, ezedrommond and 6 guests