[Proof of Concept] Build Your Skill

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
User avatar
TheMightyHeracross
Posts: 2100
Joined: Sun Aug 18, 2013 9:41 am
Location: Philadelphia, PA

Re: [Proof of Concept] Build Your Skill

Post by TheMightyHeracross »

What about the crouch toggle button?
User avatar
XutaWoo
Posts: 4005
Joined: Sat Dec 30, 2006 4:25 pm
Location: beautiful hills of those who are friends
Contact:

Re: [Proof of Concept] Build Your Skill

Post by XutaWoo »

TheMightyHeracross wrote:What about the crouch toggle button?
ACS is prejudiced against those users, so they're just kind of screwed out of crouch benefits aside from halved height.
User avatar
Snarboo
Posts: 2599
Joined: Tue Nov 29, 2005 4:37 am

Re: [Proof of Concept] Build Your Skill

Post by Snarboo »

I forget, is it possible to check the height of the player to see if they're crouching? I seem to remember the answer being "yes, but crouching can't be detected" but that could have changed. :p
User avatar
CynicalIdealist
Posts: 2
Joined: Sat Jul 20, 2013 2:22 pm

Re: [Proof of Concept] Build Your Skill

Post by CynicalIdealist »

I just want to start off by saying that this is a great concept. I've played around with it for a bit and have been enjoying it a lot.
Here's a few things I would like to note:
-After you reach a certain level (Haven't notice until I was Level 19), the weapon fires before the gauge/bar reaches its point. If it helps, I'm running this on a 1920x1080 resolution
-Would be cool if the player had the option to just go nuts with the pistol. The shots would pretty much miss if the player is not at point blank range of his/her target. However, the player won't gain any experience(or very minimal) from doing so

That is all I have for now. Hope this project continues to develop very well. Looking forward to the next update!

EDIT: Whoops! for the first point, I was expecting the bar to fill up quicker as the player progresses, rather than have it reach a lower point every time the player's level increases.
User avatar
NeuralStunner
 
 
Posts: 12328
Joined: Tue Jul 21, 2009 12:04 pm
Preferred Pronouns: No Preference
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia with Vulkan support
Location: capital N, capital S, no space
Contact:

Re: [Proof of Concept] Build Your Skill

Post by NeuralStunner »

Snarboo wrote:I forget, is it possible to check the height of the player to see if they're crouching? I seem to remember the answer being "yes, but crouching can't be detected" but that could have changed. :p
You can basically detect crouching by [wiki=GetActorProperty]checking the ViewHeight[/wiki]. (If it's below 50% of height, you can assume the palyer is either crouched, or just hit the ground really really hard.)
User avatar
wildweasel
Posts: 21706
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed
Contact:

Re: [Proof of Concept] Build Your Skill

Post by wildweasel »

Well, it's time for a new version release; here is the download (or the link on the first page should work as well).

Changes:
- Level cap is now 99.

- Leveling is now on a curve; lower levels require fewer shots to advance, while higher levels require more.

- Recoil for weapons is significantly more affected by skill. The shotgun will most likely leave you aiming at the ceiling at low levels.

- HUD retooled a bit. The trigger-pull gauge is no longer shown.

- New Weapon: Sub-machine Gun. It takes the same ammo as the Pistol and does slightly less damage per bullet, but has the advantage of less gun jitter and much higher fire rate. However, you will find yourself unable to control the weapon's fire rate at lower skill levels, and the SMG does not level your skill quite as fast as the other guns. When you release Fire, the weapon will keep firing for a short amount of time (determined by your skill). Higher skill levels make the gun stop sooner when you release Fire. This weapon replaces Chainguns and Plasma Rifles.

- Various visual fixes, including the shotgun's one-tic disappearance when firing.
User avatar
-Ghost-
Posts: 1788
Joined: Wed Sep 08, 2010 4:58 pm

Re: [Proof of Concept] Build Your Skill

Post by -Ghost- »

I noticed when I picked up the secret plasma rifle (now an SMG) in E2M1 I was unable to select an SMG till I spawned a chaingun and grabbed that,
User avatar
wildweasel
Posts: 21706
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed
Contact:

Re: [Proof of Concept] Build Your Skill

Post by wildweasel »

-Ghost- wrote:I noticed when I picked up the secret plasma rifle (now an SMG) in E2M1 I was unable to select an SMG till I spawned a chaingun and grabbed that,
Whoops - turns out the SMG pickup, despite CLAIMING to give you an SMG, actually gives you a shotgun. Redownload the mod and it should now be fixed.
User avatar
twinkieman93
Posts: 1075
Joined: Fri Aug 10, 2007 11:13 pm

Re: [Proof of Concept] Build Your Skill

Post by twinkieman93 »

So... this is basically Elder Scrolls style leveling, but with guns? Sign me up.
Although this is more like Skyrim, where hitting someone with a sword makes you better at hitting people with maces and axes too, even though a book in the game itself correctly states that the proper technique for using a mace is different than for using a sword. Fucking Bethesda.
User avatar
Somagu
Posts: 684
Joined: Fri Nov 22, 2013 8:56 pm

Re: [Proof of Concept] Build Your Skill

Post by Somagu »

twinkieman93 wrote:Although this is more like Skyrim, where hitting someone with a sword makes you better at hitting people with maces and axes too, even though a book in the game itself correctly states that the proper technique for using a mace is different than for using a sword. Fucking Bethesda.
Normally, I'd agree with you, but they seemed to have a pretty specific goal in mind with Skyrim, given each method tree had exactly six branches. With the skill perk system, a two-handed weapon is in fact more distinct from a one-handed weapon compared to a mace vs a sword. Though I do miss unarmed combat, I can understand why they removed it...

But, not to digress from the topic, I'd really like to see someone (Wildweasel or otherwise) turn this into a more fleshed out mod. This concept is really interesting. Neat proof of concept demo.
User avatar
Yholl
Posts: 1955
Joined: Mon Dec 17, 2012 11:08 am
Location: Here, stupid.

Re: [Proof of Concept] Build Your Skill

Post by Yholl »

After playing with this in multiplayer (and actually successfully recording it this time.) we found a rather major issue.
Apparently when you reach level 98, the delay before you can fire goes through the roof, some sort of crazy overflow or something. It takes about 4 seconds to fire a shot at level 98. Reload and accuracy seem to stay sane though.

A minor nitpick is that you might want to offset the shotgun down slightly, as when it shakes you can see the cutoff part of the bottom.

Apart from these, it was quite fun, the SMG in particular feels very useful and fun to use.
User avatar
Ikazu-san
Posts: 104
Joined: Sun Apr 07, 2013 11:48 pm

Re: [Proof of Concept] Build Your Skill

Post by Ikazu-san »

It fells like Berserk pack should temporarily increase weapon skill. You know, with increased physical strength and suppressed fear.
Buff it by 10 levels, and then lower it by 1 every 30 seconds to it's original value.
User avatar
tsukiyomaru0
Posts: 297
Joined: Sat May 29, 2010 6:20 pm

Re: [Proof of Concept] Build Your Skill

Post by tsukiyomaru0 »

I'm waiting to see this done... Sounds like somewhat of a challenge for me!Image
User avatar
wildweasel
Posts: 21706
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed
Contact:

Re: [Proof of Concept] Build Your Skill

Post by wildweasel »

I'm thinking the next step is going to be medkits. Won't say more just yet, because I don't want to make promises that I can't keep.

Yholl, your bugs will be noted. Will need to fix them when I get home, though.

The SMG needs a major rebalancing, I think. It's extremely powerful - to the point of killing a Baron in less than a magazine - and more or less obsoleted the pistol. Pondering giving it a new ammo type and cutting the damage by half. In the meantime, maybe the pistol could use a damage buff.
User avatar
twinkieman93
Posts: 1075
Joined: Fri Aug 10, 2007 11:13 pm

Re: [Proof of Concept] Build Your Skill

Post by twinkieman93 »

Yeah, the SMG is overpowered. Doesn't help that aside from any shaking your character does, it's actually perfectly accurate. No reason to use the pistol at all once you've gotten the SMG, except to pull it out whenever you've emptied both of your other guns and there's still things alive. Then again, it's a pistol. A sidearm. So isn't that kind of the point?

EDIT: Playing it with Doom 1 now. Getting the SMG sooner than I did in Doom II greatly changed my opinion of it; while it is overpowered at max level, its recoil keeps it nigh-unusable before level 50 or 60, and the inability to stop firing immediately makes it impossible to burst fire and conserve ammo.
Last edited by twinkieman93 on Mon Jun 02, 2014 3:54 pm, edited 1 time in total.
Post Reply

Return to “Gameplay Mods”