Kyle873's Doom RPG Mod [0.10.0 Beta]

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Re: Kyle873's Doom RPG Mod [v0.72]

Postby Ryan Cordell » Sat Jul 07, 2012 2:02 am

-Ghost- wrote:Cool. I almost got it working with Brutal Doom, but didn't gain any experience with kills. Must have to do with how the custom deaths are handled.


Yes, because the monsters are now modified to increase your combo when they die, since he ran into issues when making that system ACS-only (e.g. monsters dying on the same tic).
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Re: Kyle873's Doom RPG Mod [v0.73]

Postby -Ghost- » Sat Aug 04, 2012 6:39 pm

Any new updates with this? Still been playing it on and off and it's still pretty fun. :P Was trying to think of new potential powerups, like maybe one that boosts your EP recharge rate, rather than a straight refill like the one we have now? Like a 200% regen for it, similar to the existing health regen rune.
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Re: Kyle873's Doom RPG Mod [v0.73]

Postby Kyle873 » Sun Sep 09, 2012 7:04 pm

Ok, so just so everyone knows, no I am NOT dead, and yes I am still working on this.

Real Life is a bitch, and I've been visiting family and things during the summer, but I've been making some additions on and off for the past little while. Here's a short list of things I've added:

- Skills have been revamped for the 674829th time, now they are condensed/changed around a bit and they all have levels, either making them more powerful or changing their behavior, you now start with having no skills unlocked and must use skill tokens to learn and level them up
- Sub skillset called Auras which give you temporary buffs when active, such as quick regeneration, increased attack strength, speed, etc
- You can increase the default stat cap of 100 to 200 using stat cap tokens that you can find or buy now, the hard cap is still 200 and no stats will go past this though
- Cleaned up the accessory menu and system a bit, now there are 10 total at the moment for increasing your stats temporarily, I will add more in the future
- Skills menu for spending skill tokens on skills to learn and upgrade
- Lots of bug fixes, of course :P
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Re: Kyle873's Doom RPG Mod [v0.73]

Postby E.C.S » Sun Sep 09, 2012 8:30 pm

Yay, I'm glad to see this project is still kicking. I was worried when the updates stopped.
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Re: Kyle873's Doom RPG Mod [v0.73]

Postby Ribo Zurai » Sun Sep 09, 2012 9:04 pm

Oh nice to hear the project is still alive. Mind if I suggest if you add more items for the shop besides just weapons? Once you have all of them, it's kinda useless.
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Re: Kyle873's Doom RPG Mod [v0.73]

Postby Kyle873 » Sun Sep 09, 2012 10:37 pm

Ribo Zurai wrote:Oh nice to hear the project is still alive. Mind if I suggest if you add more items for the shop besides just weapons? Once you have all of them, it's kinda useless.


Use strafe left/right/turn left/right to change shop pages. There are different catagories of items to buy.
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Re: Kyle873's Doom RPG Mod [0.8 Beta]

Postby Kyle873 » Sun Sep 09, 2012 10:58 pm

I've uploaded the latest beta I've been working on for everyone to start testing now. There's a literal fuckton of changes that I haven't gotten to writing in the first post, but needless to say, take a look at the new stuff.

Some things are still unfinished, such as the Summoning skills and others may have glitches. The new Aura tree took me a while to do but now, barring any bugs, it's almost completed.

I've adjusted the drop rates for many things including Runes and Tokens, I'd like to know how people think they are. Also, the Accessory stuff is entirely new, have fun with those (Ideas are welcome for Accessories btw).

Oh yeah, fixed it so you can't sell ammo and weapons anymore because that was a literal lolhax.

A note about the accessories, before I forget, depending on your skill level, you can only equip a certain amount of them. In the Accessories sub-menu, the first number is the current amount you have equipped, and the second is the total number you are able to equip.

Have fun, and don't forget to report those bugs, because I KNOW they're in there :P.
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Re: Kyle873's Doom RPG Mod [0.8 Beta]

Postby E.C.S » Mon Sep 10, 2012 2:42 am

Did a quick test. Some things from older versions are there. For example the "Tou have been payed" typo. Also, apparently I can still pick up some items like the invulnerability sphere, even if I reached the limit of 25 items to being able to keep.

Still playing with the aura and that stuff, I'm loving this update.

Edit: I don't know exactly when this can happen. But after playing a long time I started to see the megasphere removes my armor. Instead of giving the white armor. I tried replicating this, starting a new game the megasphere acts normal, I cheated to get the maximum level/rank and the bug happens.
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Re: Kyle873's Doom RPG Mod [0.8 Beta]

Postby Tapwave » Mon Sep 10, 2012 11:48 am

Naferia for doom.
Yes
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Re: Kyle873's Doom RPG Mod [0.8 Beta]

Postby Kyle873 » Mon Sep 10, 2012 4:30 pm

E.C.S wrote:Did a quick test. Some things from older versions are there. For example the "Tou have been payed" typo. Also, apparently I can still pick up some items like the invulnerability sphere, even if I reached the limit of 25 items to being able to keep.

Still playing with the aura and that stuff, I'm loving this update.

Edit: I don't know exactly when this can happen. But after playing a long time I started to see the megasphere removes my armor. Instead of giving the white armor. I tried replicating this, starting a new game the megasphere acts normal, I cheated to get the maximum level/rank and the bug happens.


Fixed the typos and always picking up powerups even if you had the max already. Not sure what's causing the Megasphere glitch though, still looking into that one.

Uploaded a new version, check the links.
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Re: Kyle873's Doom RPG Mod [0.8 Beta]

Postby E.C.S » Mon Sep 10, 2012 7:26 pm

Kyle873 wrote:Fixed the typos and always picking up powerups even if you had the max already. Not sure what's causing the Megasphere glitch though, still looking into that one.


Well, that doesn't apply on items like the radiation suit or the invisibility sphere then... or maybe I'm being paranoid.
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Re: Kyle873's Doom RPG Mod [0.8 Beta]

Postby Kyle873 » Mon Sep 10, 2012 11:22 pm

E.C.S wrote:
Kyle873 wrote:Fixed the typos and always picking up powerups even if you had the max already. Not sure what's causing the Megasphere glitch though, still looking into that one.


Well, that doesn't apply on items like the radiation suit or the invisibility sphere then... or maybe I'm being paranoid.


Yeah the others are fine, I did a double-take over the Powerups DECORATE after you mentioned it though... Just in case. :P
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Re: Kyle873's Doom RPG Mod [0.8 Beta]

Postby commander » Tue Sep 11, 2012 5:43 am

Do you think the new stat system is a bit odd? The Proficiency stat seems to be overpowered (5% per point). And I still don't know how Luck stat helps! :(
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Re: Kyle873's Doom RPG Mod [0.8 Beta]

Postby Tapwave » Tue Sep 11, 2012 12:20 pm

I just tested the lastest version, so.

Eneergy recharges REALLY SLOWLY, even with ten points in regen, it takes half a minute to get me a point. Or something.
I can't seem to use big tokens.
The marine summon spell doesn't seem to do anything but a green flash thingy.
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Re: Kyle873's Doom RPG Mod [0.8 Beta]

Postby Ryan Cordell » Tue Sep 11, 2012 12:41 pm

terranova wrote:Naferia for doom.
Yes


Except there's no Bubsy in here, so quadruple the win! :P
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