[RIP] Brutal Fantasy Doom (Pre-Alpha 0.5_2)

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Ghostrider231
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Re: [WIP/Released]Brutal Fantasy Doom(Pre-Alpha 0.5_2)

Post by Ghostrider231 »

Ed the Bat wrote:I can't. Zandronum is so embarrassingly out-of-date on ZDoom features, pretty much none of the mods/projects I enjoy playing will work on it. Plus, because of issues with the broken message scaling and other things, I just can't get comfortable.
Yeah, kinda embarrassing that there features are stuck at 2.3.1.
(Was been like that when skulltag was dis-continued.)
Like said, there are also trying to get the features and not always the 24/7 thing as always.

yes, my mod here will work with zandronum, because of months of play testing this mod.
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Re: [WIP/Released]Brutal Fantasy Doom(Pre-Alpha 0.5_2)

Post by Ghostrider231 »

Updated the description, most of the weapons now have screenshots. The first addon will be on sooner!
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Re: [WIP/Released]Brutal Fantasy Doom(Pre-Alpha 0.5_2)

Post by Ghostrider231 »

Ed the Bat wrote: And these graphics for King Edgar's chainsaw use the sprites from Doom. But Edgar's saw has a circular blade. Wouldn't the graphics from Freedoom be a much better fit?
Hmm, i would, it might take a while to draw the freedom's saw blade without the blood in it.
Also, could take a while to draw the smooth animations.

the reason said, my looked like doom because of this:
Spoiler:
and this:
Spoiler:
until i looked closer, yep.
Spoiler:
and also:
Spoiler:
thanks for the suggestion through. i might try.
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Ghostrider231
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Re: [WIP/Released] Brutal Fantasy Doom (Pre-Alpha 0.5_2)

Post by Ghostrider231 »

i think i'm going to make the saw blade an addon.
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Re: [WIP/Released] Brutal Fantasy Doom (Pre-Alpha 0.5_2)

Post by Ghostrider231 »

I just noticed that you go online every time i post something, are you always online all the time?
just curious.
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Ed the Bat
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Re: [WIP/Released] Brutal Fantasy Doom (Pre-Alpha 0.5_2)

Post by Ed the Bat »

I'm subscribed to the thread, meaning I get an email alert when a new post comes in. So, I check it to see what's new.

Also, just as a general guideline, if you want to post again after only a little while (like less than a day), and the thread is moving slowly, you can feel free to just Edit your latest post and put the new updates there. Should help keep the flow steady.
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Re: [WIP/Released]Brutal Fantasy Doom(Pre-Alpha 0.5_2)

Post by Ghostrider231 »

Ed the Bat wrote: And these graphics for King Edgar's chainsaw use the sprites from Doom. But Edgar's saw has a circular blade. Wouldn't the graphics from Freedoom be a much better fit?

So far, this is the new chainsaw, it's not finished, not perfect too, but here's the results i did now:

Image
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Re: [WIP/Released] Brutal Fantasy Doom (Pre-Alpha 0.5_2)

Post by Ed the Bat »

That looks like a fine start to me. In fact, if you'd like, here's something I did with them a while back:
Image Image
I used some simple color filtering to turn the red more brown (so it looks less like blood and more like dirt or rust), and angled the sprites to be more centered, like most vanilla Doom guns. If these would be useful to you, feel free to use them. After all, it's not like I could stop you; the whole point of Freedoom resources is that anyone can do whatever they want with them, right? :P
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Re: [WIP/Released] Brutal Fantasy Doom (Pre-Alpha 0.5_2)

Post by Ghostrider231 »

Ed the Bat wrote:That looks like a fine start to me. In fact, if you'd like, here's something I did with them a while back:
Image Image
I used some simple color filtering to turn the red more brown (so it looks less like blood and more like dirt or rust), and angled the sprites to be more centered, like most vanilla Doom guns. If these would be useful to you, feel free to use them. After all, it's not like I could stop you; the whole point of Freedoom resources is that anyone can do whatever they want with them, right? :P

Thank you, that could be for something i could do that for the slicing(side to side) animations.(for the secondary fire)
:P
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Re: [WIP/Released] Brutal Fantasy Doom (Pre-Alpha 0.5_2)

Post by Ghostrider231 »

Just wondering, did you try to play this mod?

if so, how is my progress?
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Re: [WIP/Released] Brutal Fantasy Doom (Pre-Alpha 0.5_2)

Post by Ed the Bat »

I haven't gotten a chance to play yet, but going by the video you posted, I have to say I'm liking the improved attack animations. The new frames make it much smoother than the original. I'm not a huge fan of the Brutal Doom-like aspects, such as chopping up guts and gore that are on the ground, but that's more of a personal preference.
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Re: [WIP/Released] Brutal Fantasy Doom (Pre-Alpha 0.5_2)

Post by Ghostrider231 »

Oh yeah, just for a tip for converting mp3s to oggs, i usually use audacity, free and simple to import an export music into oggs. (oddly, they made my oggs smaller for some reason.)
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Re: [WIP/Released] Brutal Fantasy Doom (Pre-Alpha 0.5_2)

Post by Ed the Bat »

That's what I always use. Converting from MP3 to OGG isn't nearly as big a savings as converting WAV to OGG, naturally. :P
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Re: [WIP/Released] Brutal Fantasy Doom (Pre-Alpha 0.5_2)

Post by Ghostrider231 »

Ed the Bat wrote:That's what I always use. Converting from MP3 to OGG isn't nearly as big a savings as converting WAV to OGG, naturally. :P

i guess so, i remember the time when i showed my first zdoom project(which is in youtube of course, probably back in 2010?), when i tried to make my wavs into oggs which did also made a big jump on wad file size. :P
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Re: [WIP/Released] Brutal Fantasy Doom (Pre-Alpha 0.5_2)

Post by Mánibranðr System »

Yeaaah, FF Doom was a fun novelty back in 1997 when it first came out, but it hasn't aged well since the spritework and mapping is very poor. You will need to rebuild the entire mod from the ground up for it to be playable by today's standards, good luck with that.

(PS : Why not use Heretic weps for the sprites?)

EDIT : I've gotten a few ideas while taking a walk and here are some of the notes I've had.
  • A Final Fantasy-esque mod should retain as much of the features of an RPG as it possibly can.
  • It should also benefit from being a first-person action game in the Doom engine.
  • The way I see it, physical combat should be about managing stamina, and in this case, ATB
    • Every melee attack will take off a certain amount of ATB, and to attack again with full effectiveness, the ATB has to recharge to full. (Like Secret of Mana)
    • There are two modes (Toggled with Reload) and two actions with each mode available. (Primary and Secondary Fire) One-Handed Mode and Two-Handed Mode. OHM uses less ATB, and allows you to block but has less power with each strike, THM has more power, and allows for a charge up thrusting lunge attack, but uses more ATB and doesn't allow for blocking.
      • The way I'd do blocking is either give it a chance to deflect attacks, depending on how good the shield is, or drain ATB with speeds depending on how good the shield is.
    • The circular saw will have two modes of attack, a standard rapid-fire melee mode, and a saw swing that deals either heavy damage, or deals 9999 damage depending on crit chance. Primary fire consumes ATB constantly but can be used to full effectiveness as long as there is enough ATB charged up, but the secondary fire can only be used on a full ATB gauge.
    • The longbow will be a deadly marksman type of weapon and it will be as powerful as any other weapon, but you'd have to use it skillfully. Holding the fire button will slow the player down gradually and zoom the view in. Pressing secondary fire while charging up (using synth-fire scripting) will do a breathe action and start firing invisible ghost tracers, allowing for the visualization of the ballistics of the arrow and for aim to be steadied for a period of time. The power of the shot will depend on the amount of charge, and the amount of ATB available. The ATB amount consumed depends on amount of charge, and the ATB bar will freeze while charging.
    • Replace the musket with a multi-crossbow. Each bolt does as much damage as a fully charged longbow shot, but without the accuracy and marksman aides. The crossbow can hold a certain amount of arrows and each arrow must be loaded separately with the reload function. Loading each arrow will consume a certain amount of ATB, and each successive arrow loading requires more of the ATB charge to be present in order to be successful. Firing the arrows will consume a marginal amount of ATB. Primary fire fires all of the arrows at once, secondary fires them semi-automatically in a rapid succession.
    • The Autocrossbow has the same ATB mechanics as the circular saw's primary attack, and does damage based on a medium-charged arrow shot.
  • Magic should be pretty awkward and clunky to use, but also very powerful. They will not talk to ATB at all, but they will take time to charge up, charging up a spell longer will use a higher tier version of that spell, but the player will have to have unlocked a higher tier of that spell first. The types of spell available are Fire, Ice, Lightning and Holy. All of the spells are consolidated to one weapon, and the elements are toggled by the reload function. Each element have 2 spells available. Obviously, higher tier spells take longer to charge and uses up more MP. Using a spell often will eventually unlock a higher tier version of it.
    • Fire Spell : Fireball - Your standard fireball spell, does impact burning damage plus an additional radius damage. Impact damage, radius damage, and especially radius damage size scales up with Tier. Medium power, medium range.
    • Fire Spell : Flare Aura - A circular wall of flame flares up all around you, incinerating all who comes close. Damage, and to a lesser extent, range scales with tier. High damage, low range.
    • Ice Spell : Ice Shards - Essentially a shotgun, but with fast-travelling ice shards. Shard count and damage scales with tier.
    • Ice Spell : Frost Tornado - The Iron Lich's tornado spell, but it slows down the attack rate of all enemies caught in it for a short period of time. Unpredictable, could backfire. Damage, lift, effect duration, and spell duration scales with tier. Medium damage, potentially long range.
    • Thunder Spell : Chain Lightning - Seems like a clone of the Hexen Mage's lightning spell attack at first, but the lightning projectile starts firing a ring of similar lightning bolts at random angles, called a chain. Number of chains depends on the tier of the spell, tier two fires one chain, tier three fires two chains. The number of lightning bolts fired upon death of the mother projectile also scales with tier. Medium-v.high damage, medium range.
    • Thunder Spell : Heaven's Gate - Leaves a thunder sigil on the ground, causing a massive lightning bolt to strike the ground from the sky and shock all enemies within range after a few seconds. Only works outdoors, very powerful, damage scales pretty sharply with tier, damage range scales up marginally, damage hotspot scales nominally. High-v.high damage, short range.
    • Holy Spell : Holy Bomb - Fires a series of holy balls that seek a target and homes in on them, and explodes on impact. Impact Damage, explosion range and number of orbs scales with tier. Medium-High Damage - Long Range
    • Holy Spell : Judgement - Massive AOE Nuke spell, basically the BFG tier spell of the game. Fires a slow moving projectile that constantly explodes and eventually slows down until it comes to a stand-still. It detonates when it is still for more than a couple of seconds or when it hits something, dealing massive radius damage over a wide range. This is followed by a storm of medium-damaging pillars of light that are spawned at random over the spell's area of effect. Initial speed of the projectile, travelling & detonation explosion damage, detonation damage hotspot, travelling & detonation damage range, pillar damage, frequency of spawning pillars, duration of the pillar storm and range of pillar spawning depends on tier.
  • Lastly for weapons, dances! While spells are cool and all, you are Mog, and Mog's specialty are dances. All of Mog's dances could be divided into the two remaining slots, or could be expanded into slots 6-9. I won't detail how they should work because the wiki already has the details of his dances. It's up to you how you want them to be implemented. I think that the dances should take up a full charge of ATB.
  • There should be an EXP system, where defeating an enemy makes you stronger with stats. When you level up, you gain points in the following stats :
    • Endurance - Adds HP Max Bonus
    • Strength - Adds damage buff to melee attacks, and longbow shots
    • Alacrity - Controls the critical hit rate for physical weapons, as well as controls damage bonuses for the longbow, multi-crossbow and auto-crossbow.
    • Agility - Controls running speed and ATB gauge recharge rate as well as ATB Max
    • Magic - Controls magic damage
  • Repeated useage of various aspects of combat will also directly increase those stats as a small bonus. So taking damage will eventually improve endurance, using a lot of melee attacks will improve strength, landing a lot of hits with ranged attacks will improve alacrity, attacking in physical combat often and dodging often (Will require a system for projectile and melee miss algorithms that can detect attacks aimed at the player and then check if it missed.) will improve agility, and using magic often will improve magic.
  • Items are important, restorative item pickups should not be consumed immediately on pick up, instead the Heretic/Hexen inventory system should be used where health, MP restoration and other healing, replenishing consumables could be used at any time at the players' discretion.
  • Being that this is Final Fantasy, armor as a consumable should not come into play. You COULD use the Hexen Armor Class system, but there should be a script that constantly keeps the AC at a certain amount at all times. And how much AC? Armor loot drops and chest rewards as dummy inventory items to keep track of currently-equipped armor, add the pieces up, and then calculate a target AC value!
  • There should be a loot drop system, enemies should drop gold, and occasionally, items that could be sold in stores for gold. Gold can then be used to buy armor, relics and weapons. In fact, the two-handed mode for melee weapons could be controlled by whether the player has the Gauntlet relic in their inventory. The Offering can then be used to improve OHM by allowing the player to swing 4 times per attack. Other weapon and armor items can also be picked up as a rare drop from enemies or as a chest item.
  • Don't limit yourself to Doom monster replacements, make new mob types based on the FF6 bestiary! (Seriously, it would be awesome to have mechanic type enemy mobs that throws a wrench at you when they die.)
  • Script mobs to forget that you exist after a certain of period of time where they couldn't see you. (This is to mimic the option of players running from battle in FF6)
  • Lastly, gore! Yes, if you want gore in your mod, that's fine, but make sure that it is a bonus, and that the mod will be fun without them. Please, PLEASE, PLEASE do not make brutal gor the point of the mod. That never leads to good projects.
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