XRpg - Simple Hexen RPG mod [v1.2 Released]

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XRpg - Simple Hexen RPG mod [v1.2 Released]

Postby peewee_RotA » Sun Jul 25, 2021 11:05 am

TITLE.png


Hexen RPG is a simple RPG made to test out leveling as an inventory item. It has grown to have a lot of features including spells and skills as well as miniboss monsters.

Version 1.2 fixes the widescreen sprite for the hammer smash and fixes issues with mage spells.

Note: Targets GZDoom 4.6 and higher due to multiplayer fixes in gzdoom and widescreen weapon sprite support.

Download the v1.2 PK3
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Last edited by peewee_RotA on Wed Sep 15, 2021 5:53 am, edited 6 times in total.
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Re: XRpg - Simple Hexen RPG mod [WIP]

Postby peewee_RotA » Sun Aug 15, 2021 11:36 am

Made lots and lots of updates. Got the leveling system working to scale damage and armor. Finished the Mage spell system and am working on cleric spells.

The mage and Fighter are ready for some beta testing. I could use some feedback for anyone who wants to try them out.

The fighter is pretty straight forward. Plays like normal and has some alt attacks.

Mage gains spells at higher levels, randomizing and getting more powerful spell tiers at higher levels. They are used like items. Once a spell is active, the alt fire for every weapon will cast the spell in a unique way. There are a lot of spell combinations, and some spells can only be earned at high levels.

The main thing I need some feedback on is that for weapons 1-3 spells cost mana. Spells cast while holding bloodscourge do not cost mana and balanced for being essentially free spells. So is it fun to have the balanced free spells, or should they cost lots of mana and be big hitters?

To test the current version, download a zip copy from github and set a shortcut pointing the -file argument to that folder.
i.e. C:\Games\gzdoom\gzdoom.exe -file C:\Games\xrpg

Only works with Hexen. Min GZdoom version 4.5.0
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Re: XRpg - Simple Hexen RPG mod [WIP]

Postby peewee_RotA » Sun Aug 15, 2021 5:16 pm

Cleric is playable now too. Cleric spells and level gain finished. Weapon alt fires and smite effects finished.
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Re: XRpg - Simple Hexen RPG mod [WIP]

Postby peewee_RotA » Tue Aug 17, 2021 8:08 am

Added Key Config section to set spells.

Used Keypad as default for mage since they are basically "equipped" and can be hit at leisure. Not sure the best bet for cleric since they are needed quickly, especially the heal and protect spells.

Would definitely help to get some feedback here. Thanks!
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Re: XRpg - Simple Hexen RPG mod [WIP]

Postby LordKane1701 » Tue Aug 17, 2021 10:24 am

peewee_RotA wrote:Added Key Config section to set spells.

Used Keypad as default for mage since they are basically "equipped" and can be hit at leisure. Not sure the best bet for cleric since they are needed quickly, especially the heal and protect spells.

Would definitely help to get some feedback here. Thanks!


I will do some testing for you this weekend, I will see if I can get to it earlier.
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Re: XRpg - Simple Hexen RPG mod [WIP]

Postby peewee_RotA » Wed Aug 18, 2021 7:01 am

Thanks!
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Re: XRpg - Simple Hexen RPG mod [WIP]

Postby peewee_RotA » Wed Aug 18, 2021 10:40 am

Made some improvements to Cleric. Smite damage and spell durations and cooldowns now scale when you gain magic. There's now two cleric spell slots so you can have two active effects.
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Re: XRpg - Simple Hexen RPG mod [WIP]

Postby peewee_RotA » Fri Aug 20, 2021 9:24 pm

Updated cleric spells to make more effective/longer duration. Added very limited regen feature. Added basic monster types with randomized spawning. Fixed some mage spell bugs.
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Re: XRpg - Simple Hexen RPG mod [WIP]

Postby peewee_RotA » Sun Aug 22, 2021 12:47 pm

Added more leader types with special abilities. Will do some testing and then get a pk3 ready soon.
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Re: XRpg - Simple Hexen RPG mod [WIP]

Postby LordKane1701 » Wed Aug 25, 2021 1:04 am

I got some testing in later then I expected and you identified some issues already will wait till the new pk3 and report back.
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Re: XRpg - Simple Hexen RPG mod [WIP]

Postby peewee_RotA » Wed Aug 25, 2021 11:28 pm

LordKane1701 wrote:I got some testing in later then I expected and you identified some issues already will wait till the new pk3 and report back.


Thanks. Yeah, I had a bunch of stuff I was putting off and decided to power through.


I made some big updates, including Fighter Skills (Berserk, power strike, stunning strike)
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Re: XRpg - Simple Hexen RPG mod [WIP]

Postby peewee_RotA » Fri Aug 27, 2021 4:39 am

Added monster resistances. I think that it's stable enough to version this and add a pk3. Sorry for delaying that. I'll test a little bit today and get one out.
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Re: XRpg - Simple Hexen RPG mod [v1.0 Released]

Postby peewee_RotA » Sat Aug 28, 2021 8:05 am

Released a version 1.0 PK 3.

https://github.com/cabbruzzese/xrpg/releases/tag/v1.0

OP Updated
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Re: XRpg - Simple Hexen RPG mod [v1.0 Released]

Postby peewee_RotA » Mon Aug 30, 2021 11:05 am

While testing we found a bug in the multiplayer that kills the ability to gain levels.

Thanks to some awesome help from Player701 I found a work around and also made changes to let levels persist after death. I would like to create some kind of punishment for dying but not sure yet. Probably reset current xp to 0 and maybe slightly lower health max or something.

Based on discussions on other 2.5d rpgs I've had in the past, death punishment is a very complex issue. Many games enjoy the minecraft approach of just dumping all inventory. Losing money is another good approach but there is none here. The harsh D&D approach of losing levels is interesting but with randomized stats and skills that's really tough.

I'll do some testing and see.
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Re: XRpg - Simple Hexen RPG mod [v1.0 Released]

Postby peewee_RotA » Mon Aug 30, 2021 3:48 pm

Implemented above fixes and pushed to repo. Tested losing some health with each death (never going below a minimum value) and it worked out good in first set of tests. Going to do coop tests probably tomorrow night.

Also added xrpg_minlevel as a server side cvar so a coop server can host a later level and catch players up. Saving exact progress is not reasonable, but starting a hub with a minimum level should be fun.
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