Download here! (Requires GZDoom 4.10.0 or newer) https://www.dropbox.com/s/28np5smnst7yw ... 4.pk3?dl=0
Github (In-Dev builds): https://github.com/kevansevans/Project-GHAG
1.0 Trailer (old visuals):
Screenshots: https://imgur.com/a/y9u4Qo1
The concept
- Gardevoir is fucking PISSED, and he has a GUN!
- Health max at 350! This is slightly above a perfectly EV trained Gardevoir.
- Dig your anger up! Collect Rage Essence from fallen enemies to increase your lethality.
- Triumph over the defeat of bigger enemies and absorb their Health Essence.
- Use telekinesis to pull items and activate doors and switches.
Detailed changes and mechanics
Spoiler:The Arsenal
--- The Anger System ---
- As your anger increases, your arsenal grows in lethality. All of your weapons and attacks gain some form of a boost from this.
- Anger drains slowly when idle, keep the pressure up to maintain it..
- Attacks that that are "Pokemon moves" cost anger, but never require it to perform.
- There is a semi-hard anger cap, the max level you can achieve normally is "MURDEROUS".
- Berserk packs can force you over the limit, entering "HELL HATH NO FURY" mode, where attacks that cost anger can be infinitely performed without penalty.
- "HELL HATH NO FURY MODE" drains faster than regular anger, but you won't have any indication on how long it lasts.
- Tap your run key to perform a dash
- Hold jump to hover in the air
--- Rage Essence ---
[imgur]https://i.imgur.com/9gastwt[/imgur]
The primary driving force of this mod. Fallen enemies slain by conventional weapons will drop these items.
The amount dropped depends on their spawn health, and extra rage is granted if the slain enemy has dealt damage to you.
Rage will not be collected when your meter is full or over the limit.
--- Health Essence ---
[imgur]https://i.imgur.com/nccwcsJ[/imgur]
Dropped by all enemies when slain regardless of their method. (As long as they're not too wimpy of an enemy)
Acts as a mini health pack when collect.
Amount depends on enemy spawn health.
--- Rage Candy Bar ---
[imgur]https://i.imgur.com/UAKEfdT[/imgur]
- Increases your max anger capacity, making easier to achieve more lethal effects!
- Does not increase how long "HELL HATH" mode lasts.
- Enemies will drop Rage Candy bars as player progresses through map
--- Backpacks ---
- Increases your max ammo capacity by 50 percent. Caps off of at approximately 3000 percent any default ammo capacity. (IE Bullets go from 200 to 6,000 when enough backpacks are found);
--- Berserk ---
- Does not function like conventional berserk!
- Grants a large chunk of anger upon collection.
- Can send your anger over the limit into "HELL HATH NO FURY MODE"!
- Packs stack! "HELL HATH" mode will last longer the more you collect!
Spoiler:Extras
--- Pistol ---
There's no need to touch such a filthy object, you're too lazy for that in fact. Lot easier to just make it float in place, and you're pretty sure you can operate it faster than what it's designed to do. Find extra pistols in secrets! (If you're lucky!)
As anger increases:
- Accuracy increases
- Fire Rate increases. Forced Fuller Auto Mode! TM
- Negates the need for a chaingun
Alt-Fire:
- Auto targets closest enemies
- Fires at half speed of primary fire due to greater demand of focus
- All pistols will fire and consume ammo faster
--- Shotgun ---
Did I imply all guns are filthy? No, I just meant a generic pistol is filthy. You're not levitating this Winchester 1912 shotgun out of disgust, you're holding it out of respect. Find extra shotguns in secrets! (If you're lucky!)
As anger increases:
- Fire rate increases
- Number of pellets per shell increases
- Can reach Double Barrel Shotgun levels of damage
- Press your reload key to toggle into melee mode. Beat the shit outta everything with your shotgun!
Alt-fire: Found an extra shotgun or two as well? Fire them all simultaneously for a consistent 15 pellets per gun! Comes at the cost of wider spread, ammo consumption, and slower firing speed.
--- Nailgun ---
Nails are more sadistic if you ask me
Shares ammo pool with pistols
Projectiles rip through enemies
Projectiles suffer from drop off
As anger increases:
- Nails do greater damage
Alt-Fire: Shoot all held nailguns
--- Rocket Launcher ---
Let's have a quick ordnance lesson. What happens when you set C4 on fire? Well it just sits there and burns... No really, it doesn't do anything besides that. What happens when you light C4 on fire and then hit it with a shovel while it's burning? I hope you're okay living without limbs for the rest of your life. This concept can be applied to rockets as well, the more kinetic energy you give them, the bigger the boom! Heck, you don't even need the device that launches them to begin with! You can throw them faster with your mind than whatever two bit rocket fuel it's using.
- No need to find a rocket launcher! Start firing away!
- Each rocket has their own cute little name too
As anger increases:
- Faster Rockets
- Bigger explosion radius
- Higher explosion damage
Alt-Fire: Que up to 7 rockets to unleash into a devastating volley! Extra anger properties apply!
Reload: Crunch and toss rocket to use as grenade.
--- Plasma Rifle ---
Sometimes all you need is raw damage output, and you can carry up to four! You can't psychically operate electronics at a faster speed, but you can detonate the projectiles!
- Ammo Efficient! Extra plasma rifles don't cost you extra ammo!
- Anger can be used to power the rifle and reduce ammo cost.
As anger increases:
- Alt-fire detonation becomes larger and more lethal.
--- PSY-BP12 ---
A staple of the PSY-SWAT Special Ops team, standing for Psychic Bullet Punch, owing it's name to the fact that psychic types cannot learn that move. This shotgun takes any 12 guage ammunition and psionically charges the shells into highly lethal slugs that can auto-target towards enemies that are perceived as threats by the wielder, assuming the wielder's psychic abilities are strong enough. Very few pokemon are naturally able to take full advantage of this gun, and only a handful of humans have mastered the weapon after decades of training.
Shares ammo pool with Shotgun.
Fires two psionically charged slugs.
The projectiles do not discriminate between friend or foe when moving towards their next target, one must exercise caution and be aware of any potential friendly fire to themselves or allied bodies.
As anger increases:
- More enemies will be targeted per every 10% anger held.
Alt-Fire: Shoot all held guns at once
--- Psycho Cutter ---
HATE. LET ME TELL YOU HOW MUCH I'VE COME TO HATE YOU.
- Find chainsaws and collect them, up to max of 4! More Chainsaws grants higher damage!
- Send them at your enemies to rip and tear into their flesh
- Anger increases range of attack!
As anger increases:
- Lacerators will stay longer attached to enemies, dealing more damage.
--- Ice Punch ---
Sometimes you just really need to beat the shit out of someone. Costs, but does not require, anger to use.
Freezing enemies is just a bonus.
Ice Punch
As anger increases:
- Punch damage gets greater
- AOE explosive repel effect
- Use with any weapon! (Bind Weapon Action 1)
- Leaves ice corpses that can act as an impromptu shield
And in case it's not clear, the chaingun and super shotgun have been removed.
--- Swift ---
One of the most plain, yet effective moves in the game. Fires a projectile that always seeks out enemies as best as it can.
- Costs slightly more than elemental punches, but not so much it's ineffective as a rapid attack.
As anger increases:
- Slight speed boost in attack
- Up to a max of 10 extra projectiles that do not consume extra anger.
- Damage increases significantly
--- Moon Blast ---
Channeling the spiritual essence of the moon into a giant "FUCK YOU" blast of destructive power.
- Deals massive damage indiscriminately to anything in its AOE.
- Costs a decent chunk of anger
- If there is not enough anger to fire a blast, anger will charge up slowly until enough can be used to fire a single shot.
--- The Black Hole ---
You want everything indiscriminately dead? Strike terror into anything that just happens to survive?
Summon a black hole. Charge it up by sacrificing as much anger as you can into this attack. Anything caught within this attacks range will be absolutely eviscerated and leave no traces behind. Anything lucky enough to survive will have fear struck into them so hard, they'll finally learn messing with you was a bad idea and run for their lives.
Be warned, this will suck up *anything*. Health, ammunition, powerups, decorations, and even your own projectiles. Fortunately not you, since you can ignore gravity.
Spoiler:Download here! (Requires GZDoom 4.10.0 or newer) https://www.dropbox.com/s/28np5smnst7yw ... 4.pk3?dl=0
--- Custom CVARs ---
GHAGRage (int) - Manually sets the rage value, any integer is accepted
GHAGHPunchOdds (int) - Manually set the chances of inflicting burn/frozen/paralysis on targets where applicable
Shinyodds (int) - Manually set the odds of shiny demons spawning. Set to 1 to always, set to 0 to default back to 1:4096 odds.
====
--- Feedback requests ---
What I'm mostly looking for is how the gameplay mechanics work. While most of the feedback I am getting is mostly polish related suggestions, which are definitely very much appreciated and I assume to mean I'm hitting every nail on the head, I want to make sure that my goal of making the player feel like a psychic badass is met. I'm looking for overpowered, but not to the point where it makes things too easy or too boring. Make things really crunchy, invoking the sort of anger that would explode people's heads à la scanners [NSFL link], but, you know, in a way that doesn't make me look like a sociopath.
ty <3
Changelog:
Spoiler:
Code: Select all
Changes: - Guns are now 3D models! (And dynamically move!) - Kinesis ping uses better formula for pulling items - With the above, rage essence no longer seeks the player - Pokemon moves do not have access to Ice Punch attack. - Adjusted Moonblast - Costs 20% anger to use now - Moonblast rail beam does a base damage of 512 and increases with anger, where as before it was purely cosmetic. - No longer need to click and hold to charge attack. - Newer sprites to better illustrate the attack needs to be charged. - Charge time reduces with more anger. - Improved Ice Punch leap ability. - Swift relocated to Slot 2 with the pistol. - Enemies killed with pokemon moves no longer drop health bonuses. - Removed bonus spawns in secrets. - Replaced system with a progession system. - At 25, 50, and 75 percent enemies killed, enemies will drop a rage candy bar. - At 100 percent, an extra gun will drop. - This should lower the bar of entry for map(s) that don't focus as much on secrets. - With the above change, Rage candy bars will only increase max rage by 1.5% to better scale across 32 levels. - Kills provide a 1 second delay that prevents anger from draining. As anger increases, this will grant up to an extra second of delay depending on rage amount. - With the above change, anger drains slightly more aggressively than it did before. - Pistol alt-fire will now auto-target all visible enemies, 1 per extra gun you have. - Dashing will factor in player pitch, allowing for greater jumps in the air - Plasmarifle buff: As anger increases, the odds of not consuming ammo are increased, up to a 75% chance of not consuming ammo. - Added CVAR to toggle on/off silly rocket names. - Greatly improved and streamlined tutorial map. Fixes: - Alt-fire shotgun while in THWACK mode not firing any extra guns - Plasmarifle being silent when only carrying one - Rare rocket launcher crashes - Engine losing track of player after changing a level - Improved barrel throwing priority through kinisis ping Additions: - XDeath sprites for most non XDeath-able monsters - Rocket reload grenade. - Press Reload to smash the rocket and lob it as a grenade. - Projectile will adjust it's trajectory on bounce and seek the closest enemy to it's best ability. - Explosions and speed are always consistent. - Mega Punch returns! Functions as a default melee attack. - Even more pokemon moves! Every 10 percent anger you gain (7 candy bars) will cause an enemy to drop a TM in order of their slot number. - Thunderbolt. Occupies slot 3. - Dropped by enemy at 30% anger. - Charge up and explosively electric attack. - Range, strength, and damage increase with anger. - Costs 15% anger to use, but not required. - Psychic. Occupies slot 4. - Dropped by enemy at 40% anger. - A moderately high damaging psychic projectile. - Increases in fire speed the higher rage is. - Each projectile costs 0.5% to use, but is not required. - Icy Wind. Occupies slot 5. - Dropped by enemy at 50 percent anger. - A short range, piercing, light damaging attack that is rapid fire. - As rage increases, it will spawn more projectiles and increase in travel speed. - Each projectile costs 1% to use, but is not required. - Will-O-Wisp. Occupies slot 6 - Dropped by enemy at 60 percent anger - Summons a spiraling ring of fire around the player. - As rage increases, more flame projectiles will be spawned and can be fired at a faster rate. - Each "set" of projectiles summoned costs 1% anger. - Projectiles use the "Fire" damage type. - Nailgun. Occupies slot 4. - Nails are more sadistic compared to bullets if you ask me. - Rapid fire. - Projectiles penetrate through enemies. - Anger increases damage projectiles perform. - PSY-BP12. Occupies slot 7. - A staple of the PSY-SWAT Special Ops team, standing for Psychic Bullet Punch, owing it's name to the fact that psychic types cannot learn that move. - This shotgun takes any 12 guage ammunition and psionically charges the shells into highly lethal slugs that can auto-target towards enemies that are perceived as threats by the wielder, assuming the wielder's psychic abilities are strong enough. Very few pokemon are naturally able to take full advantage of this gun, and only a handful of humans have mastered the weapon after decades of training. - Fires two psionically charged slugs. - The projectiles do not discriminate between friend or foe when moving towards their next target, one must exercise caution and be aware of any potential friendly fire to themselves or allied bodies. - As anger increases, the slugs will auto-target more enemies for every 10% anger.