BRZRZK [1.1] - Modern Robot Zapping

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Re: BRZRZK [1.1] - Modern Robot Zapping

Postby FFFFRRRR » Fri Jun 08, 2018 10:10 am

Today is the day,

*Version 1.1 is available!*

Check the start post for more info, changelog and download!
viewtopic.php?f=19&t=60701#p1056008

Thank you for all of your feedback, it greatly helps improving my work. Feel free to report any issues you may have with it!
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Re: BRZRZK [1.1] - Modern Robot Zapping

Postby SamVision » Sun Jun 17, 2018 10:36 pm

Holy fuck Otto makes this terrifying.
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Re: BRZRZK [1.1] - Modern Robot Zapping

Postby Dude27th » Tue Jun 19, 2018 3:06 pm

I think you should change the player friction , considering that the walls are an insta-kill.

By example:
Friction 0.99999999999999999999999000000

Makes the player movement less slipery so it's easier to handle
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Re: BRZRZK [1.1] - Modern Robot Zapping

Postby EddieMann » Mon Jun 25, 2018 3:37 pm

Oh man am I a big sucker for 80's games redone in a doom format - perhaps you could make a version that runs on Chocolate Doom/Crispy Doom for extra "retro" feel. Definitely have that "chicken, fight like a robot" sound file play on quit.
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Re: BRZRZK [1.1] - Modern Robot Zapping

Postby FFFFRRRR » Fri Jun 29, 2018 9:34 am

SamVision wrote:Holy fuck Otto makes this terrifying.



El_Sombrerero wrote:I think you should change the player friction , considering that the walls are an insta-kill.

By example:
Friction 0.99999999999999999999999000000

Makes the player movement less slipery so it's easier to handle


There is something that does what you want, I believe:
viewtopic.php?f=37&t=35761
Use this until I release another version. Possibly gonna include it and make it optional - the creator kindly allows people to use it in their projects.

EddieMann wrote:Oh man am I a big sucker for 80's games redone in a doom format - perhaps you could make a version that runs on Chocolate Doom/Crispy Doom for extra "retro" feel. Definitely have that "chicken, fight like a robot" sound file play on quit.

I'm gonna be honest, I never used chocolate doom, so I don't know a whole lot about it. It does need to support ACS, Decorate and UDMF.
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Re: BRZRZK [1.1] - Modern Robot Zapping

Postby Dude27th » Sun Jul 01, 2018 11:22 pm

FFFFRRRR wrote:
El_Sombrerero wrote:I think you should change the player friction , considering that the walls are an insta-kill.

By example:
Friction 0.99999999999999999999999000000

Makes the player movement less slipery so it's easier to handle


There is something that does what you want, I believe:
viewtopic.php?f=37&t=35761
Use this until I release another version. Possibly gonna include it and make it optional - the creator kindly allows people to use it in their projects.


This is not about what I want, I'm giving you an option .
Spoiler:

But my point is that slipery movement in a mod which is very precision based can lead to very frustrating gameplay. That ZSCript code from Nash is probably what you need.
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Re: BRZRZK [1.1] - Modern Robot Zapping

Postby SamVision » Mon Jul 02, 2018 2:27 am

Otto needs some sort of pathfinding, like regular Doom enemies he homes in on the player instead of trying to find them.
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Re: BRZRZK [1.1] - Modern Robot Zapping

Postby FFFFRRRR » Tue Jul 03, 2018 4:37 am

El_Sombrerero wrote:This is not about what I want,
El_Sombrerero wrote:That ZSCript code from Nash is probably what you need.

That is exactly what I told you to use in the meantime.

El_Sombrerero wrote:
Spoiler:


Thank you, but since I can use Nash's code, it won't be necessary.

El_Sombrerero wrote:But my point is that slipery movement in a mod which is very precision based can lead to very frustrating gameplay.

That is true, although I never felt a problem with the movement being slippery. Mabye I'm just too used to it. Like I said, it will be an option.

SamVision wrote:Otto needs some sort of pathfinding, like regular Doom enemies he homes in on the player instead of trying to find them.

Not sure if I can follow you here. You mean he should be more or less effective?
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Re: BRZRZK [1.1] - Modern Robot Zapping

Postby Dude27th » Tue Jul 03, 2018 1:09 pm

FFFFRRRR wrote:
El_Sombrerero wrote:Stuff

More stuff in response



I think you kinda misunderstood what I was saying ... But it doesn't really matter :3. I kinda wanted to reply this because in retrospective I think some of my replies could have been a little rude , in the form that I was talking , so sorry for that :/.

And yeah that Nash code would be a great addition !
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Re: BRZRZK [1.1] - Modern Robot Zapping

Postby SamVision » Tue Jul 03, 2018 1:55 pm

FFFFRRRR wrote:Not sure if I can follow you here. You mean he should be more or less effective?

The problem is that Otto will get stuck on level geometry if there is a corner between you and him, if you exploit that you can spend theoretically infinite amount of time within a level which goes against Otto main function.
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Re: BRZRZK [1.1] - Modern Robot Zapping

Postby TDRR » Tue Jul 03, 2018 2:48 pm

A_FastChase should do the trick, because it makes the calling actor chase the target faster than normal while strafing at random.

Or, you can simply use A_CheckIfTargetInLOS (not sure if i wrote that correctly) or a short range projectile to check if there's a wall nearby and push Otto either left or right at random.
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Re: BRZRZK [1.1] - Modern Robot Zapping

Postby Captain J » Thu Jul 12, 2018 11:15 pm

So i played it for few minutes and this is really impressive! You really followed the original game really well. However it's kinda hard to play; sometimes when i enter the new chamber, the robots would stand right in front of me and zap me to death, without giving me a chance. Also it seems the walls are very narrower than the original game. It's a death sentence when you see Evil Otto in narrow space plus dead end.

It's challenging and nice game to play for hours. Also one more thing; When i exit the chamber when Evil Otto is about to be spawned, He spawns very closer to me and kills me as soon as i move. And i expected some robot voices from the arcade one, but i heard nothing but beep bloops... Oh well!
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