[WIP] Risk of Doom [Update 2]

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Soosisya
Posts: 73
Joined: Sat Oct 31, 2020 9:26 am

[WIP] Risk of Doom [Update 2]

Post by Soosisya »

Those who have played Risk of Rain 1 or 2 know what's coming!
The main goal of the gameplay is to find a portal somewhere on the map, activate it, survive for some time and proceed to the next level. I've decided to make a mod of this. You'll have standard weapons, tons of monsters spawning everywhere on the map, and passive items that can stuck unlimitly to increase their effectiviness.
The mod can work with any map pack, even for DM.
Spoiler: Video:
Spoiler: Items:
Money system:
Your current money is located above your HP counter. You need money to buy chests. You get money by killing monsters or by opening small chests (each contains from 5 to 10)

Risk of options menu:
Here you can set the maximum amount of chests that can be spawned on each level. You still can get fewer chests. I've made this option for large maps that have tons of items and monsters.

Known bugs:
- sometimes the portal may not spawn. Theoretically I made a script that should prevent from happening of this. Though it may cause the game to get into an endless loop (I really hope it does not)
- even though you can play on DM maps, beware of archviles. They can launch you out of the map borders sometimes (that's happened to me a couple of times). Alas, I can't do anything with that.


Download link
Last edited by Soosisya on Thu Feb 04, 2021 1:37 am, edited 3 times in total.
retronutcase
Posts: 102
Joined: Wed Jun 06, 2018 11:15 pm

Re: [WIP] Risk of Doom

Post by retronutcase »

I was just saying how this could be a thing. Looking forward to what you do with it!
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4page
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Location: American Pacific Northwest

Re: [WIP] Risk of Doom

Post by 4page »

Man, I was thinking of doing something like this. Don't have the ZScript chops for it yet, though. Looking forward to seeing how this develops!
retronutcase
Posts: 102
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Re: [WIP] Risk of Doom

Post by retronutcase »

I'm curious, will classes with unique abilities like in Risk of Rain itself be a thing? Or will it just be Doomguy with RoR style gameplay?
Soosisya
Posts: 73
Joined: Sat Oct 31, 2020 9:26 am

Re: [WIP] Risk of Doom

Post by Soosisya »

retronutcase wrote:I'm curious, will classes with unique abilities like in Risk of Rain itself be a thing? Or will it just be Doomguy with RoR style gameplay?
It's just a doomguy with his weapons)))
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4page
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Location: American Pacific Northwest

Re: [WIP] Risk of Doom

Post by 4page »

I might end up making an extension for this mod adding classes. Depending on how you put it together. And if I ever finish what I'm currently working on. And if I become moderately competent at Zscript.... And assuming I get your permission, of course.
Soosisya
Posts: 73
Joined: Sat Oct 31, 2020 9:26 am

Re: [WIP] Risk of Doom

Post by Soosisya »

Small news on the project: I'm almost done with making the core of the mod. Soon I'll start adding items. For now I'm thinking on 4 types of items: common (white), uncommon (green), rare (red) and unique (purple). The unique items, you guess, are unique, thus they can be found only once per game, so they won't stuck. However, their effect will be more like in 'binding of isaac' - they will affect other items. For example, if you get explosive rounds instead of normal bullets, your allies (for now those are marines with chainguns) will get them too. Also I'm planning on making elite versions of monsters. They will have special abilities like regeneration, fast movement, teleportation etc...
Soosisya
Posts: 73
Joined: Sat Oct 31, 2020 9:26 am

Re: [WIP] Risk of Doom

Post by Soosisya »

I've done it! I've made the main core mechanics of the mod. And here is a small demo of what I got so far. For now there are only 2 stuckable items. The portal can be anywhere on the map, though it should be always reachable. Once the portal is activated, survive for some time (depending on the difficulty), then kill all monsters on the map, return to the portal, take your reward and leave. When it's time to kill all monsters, you get a full map that also shows all actors on the map, so you don't have to search monsters. If something goes wrong and for some reason you can't proceed through the portal, then just finish the level the normal way - push the standard exit button on the map. Next update will include more passive items.
Attachments
RiskOfDoom.pk3
micro-demo
(14.65 KiB) Downloaded 85 times
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Ferretmanjcdenton
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Re: [WIP] Risk of Doom

Post by Ferretmanjcdenton »

Sound awesome ..
I was hoping that somebody makes a roguelike mod ..
Risk of rain is an amazing game and I can't understand that doom wasn't used for making more RLshooter mods
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Ferretmanjcdenton
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Re: [WIP] Risk of Doom

Post by Ferretmanjcdenton »

I played it ..It's amazing!!!
Please more of that !!!!
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Ferretmanjcdenton
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Re: [WIP] Risk of Doom

Post by Ferretmanjcdenton »

Soosisya wrote:I've done it! I've made the main core mechanics of the mod. And here is a small demo of what I got so far. For now there are only 2 stuckable items. The portal can be anywhere on the map, though it should be always reachable. Once the portal is activated, survive for some time (depending on the difficulty), then kill all monsters on the map, return to the portal, take your reward and leave. When it's time to kill all monsters, you get a full map that also shows all actors on the map, so you don't have to search monsters. If something goes wrong and for some reason you can't proceed through the portal, then just finish the level the normal way - push the standard exit button on the map. Next update will include more passive items.

Awesome..any idea when we see a new update?
Soosisya
Posts: 73
Joined: Sat Oct 31, 2020 9:26 am

Re: [WIP] Risk of Doom

Post by Soosisya »

Ferretmanjcdenton wrote:
Soosisya wrote:I've done it! I've made the main core mechanics of the mod. And here is a small demo of what I got so far. For now there are only 2 stuckable items. The portal can be anywhere on the map, though it should be always reachable. Once the portal is activated, survive for some time (depending on the difficulty), then kill all monsters on the map, return to the portal, take your reward and leave. When it's time to kill all monsters, you get a full map that also shows all actors on the map, so you don't have to search monsters. If something goes wrong and for some reason you can't proceed through the portal, then just finish the level the normal way - push the standard exit button on the map. Next update will include more passive items.

Awesome..any idea when we see a new update?
No Idea lol To be honest, now I'm busy improving my Spanish^^ And the lack of sprites kinda holds me back. But you're right, I should return to this project soon.
Soosisya
Posts: 73
Joined: Sat Oct 31, 2020 9:26 am

Re: [WIP] Risk of Doom

Post by Soosisya »

Okay, I spent last two days on this mod, and as the result, here is a small update which includes next changes:
- 4 new items;
- every 30 seconds monsters get +10% of their max health when they spawn;
- friendly marines don't do any damage to the player;
- now you can loop maps.


P.S. Yup, I know, the sprites aren't the best, but my drawing skills are very limited.
Attachments
RiskOfDoom.pk3
The small update
(20.1 KiB) Downloaded 83 times
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Ferretmanjcdenton
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Re: [WIP] Risk of Doom

Post by Ferretmanjcdenton »

Awesome..I'll check it later ..
Soosisya
Posts: 73
Joined: Sat Oct 31, 2020 9:26 am

Re: [WIP] Risk of Doom

Post by Soosisya »

Next update will be on December the 31st :P
Some features it will have:
- new items
- tiers for items
- money system
- maybe something else
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