ZDoom project ideas you have

Discuss anything ZDoom-related that doesn't fall into one of the other categories.

Re: ZDoom project ideas you have

Postby MaxRideWizardLord » Fri Jan 18, 2019 9:51 pm

There been one mod, or a game, that I've been dreaming of having for decades since about childhood or so.

A game where you get the luck to play as uncomprehensively overpowered God-like Wizard with unimaginable amount of all sort of abilities.


However, you start up as an average human with lack of any supernatural capabilities or power, but start your journey as an appretince in to spiritualism, esoterism, thaumatology and all other sorts of arcane study, end up learning basic stuff like telekinesis, chronokinesis, absolutekinesis electro\pyro\cryo\tele\haemo\etc-kinesis and advance them to a true master level where you can pretty much blow up whole universes or omniverses (whatever) by snaping of finger and absorb the power of your enemies and foes you're faced to fight, basically to give it some RPG element; to a point that eventually reaches absolute Demiurge level of Godhead.

Although, since you took the hard parth of spiritual growth and advancement, in order to progress, you're forced to perform an ascension\austerity from EVERYTHING from off the materialism, thus you're not allowed to use ANY weapons, medkits, items or even physical fists other than your own Will, Mind and Consciousness; all to speed up the process of actual enlightment and spiritual growth. This is also good so you wouldn't need waste time on sprites besides the hands itself nor worry about huge variety of all possible pickup items. On a good side, in beginning you gain the skill to absorb other's enemies' essense\soul and use it as energy to grow more powerful.


And to make it fair, the enemies scale along with your level. But instead of simply making old boring enemies "stronger" by buffing their damage and inscreasing HP, like modern bethesda games tend to do, you increase the chance of spawning more powerful version of said enemy. For example, you start up to fight zombie-imp like enemies in the beginning, since all you could do is create like tiny energy ball of small damage and you could be low on mana with slow regeneration; then soon after you fight normal enemies once you start to learn basics like pyrokinesis, telekinesis, haemokinesis, electrickinesis, etc; then monsters replaced with like Realm667 analogues, where Baron replaced with Brusier, Arch-Vile replaced with Diabloist, shotgunguy replaced by supershotgun guy, and etc;

Then you end up get insane scaling, where lost souls are being replaced with SjasFace\Jitterskull\ZutoChoke and pain elementals being replaced by Overlords; etc etc; to a point you start to fight literal Titans and Demiurges, and go fight against other God-like enemies or literal Gods themselves, like fully reborn and walking Icon of Sin or DeathBringerThanatos NPC from AEOD. For some people it may sound like average rogue-like randomizer with weapons, but with Magic you're pretty much limitless in your imagination and can go up to all sort of non-sense illogical attacks you can ever think of without ever bother about the hud skins, while it would still make sense in this specific world.


Basically, a overkill version of russian overkill + guncaster + wrath of cronos BUT you can't have any weapons besides your own mind and start up as weakling to take a looooooooong path in to become the literal God and achieving "Magnum Opus". But instead of simply blowing everything up from the very start of the game, you slowly gain all sort of abilities ever imaginable to moderate level, like levitate, highjump, blink\teleport, control time, magnet\control\push items\enemies with telekinesis, invisibility, going etheral\ghost, resurrect, heal, create, going in to ghost state\astral project, confuse enemies or turn them to fight on your side, etc; along side with all sort of combat like creating volcano, zap enemies with lightning, burn them alive with flamethrower or set them in stone, etc; that eventually you can upgrade to a supreme overpowered death ray of constant explosing nuclear bomb as you grow and progress. Plus, while being more overkill and overpowered than russian overkill itself, it would be a bit "more balanced", as you'd fight similar God-like enemies such as yourself.

And to make things even more fun, you could collect the souls and "essences" of killed enemies, and all of the weapons\ammo and all other pickups will be replaced with some kind of spiritual knowledge-"essences" that not only will increase your power, but you can use them to craft an hugeass amount of all possible nonsense spells, from creating spiritual Full-Auto FN FALs with infinite ammo flying around you, shooting enemies; to cloud of raining donuts; all that while you as well have something like skill-trees where you can learn and advance basic stuff such as concentration pyrokinesis skill to have flamethrower-like attack, then learn to form fireballs, then fire waves and etc. It would get as insane to have the ability to morph yourself an extra hands AND grew new "chakras" on them, just so you can use them as the bonus weapons for extra input buttons, up to 8 hands (or more, if engine can even handle it) that you can attach any magical attack you please by clicking the binded button and basically be like some kind of overpowered Vishnu.


This mod could use some kind of philosophical sub-context behind it, about a person going to fight the enforced materialism realm\world\"matrix" and it's creator to the achieve the nirvana and\or absolute freedom with a bit of lore to it. Like about some person that got dissapointed in the core of existance of the whole world and feel entirely left over alone, but after none of the official present religious teaching nor doctrines has helped as the whisper of his soul wasn't heard by anyone\anything except himself, he begin his journey in studying the whole univse and what is beyond it to understand it. He begins with basic east cultural meditations and end up with west occult practices and mental exercises, to a point of doing constant esoteric meditations and start to follow his beginningless True-Self, which as a result all of these exercises and practices end up for that person to even further be convinced how this world, in it's current form, is end up to be inherently entirely wrong from the core of it's physics and metaphysics, but that person get to understand it to a better comprehension level and realize that something must have changed as it completely different from his own the inner-world of pure intuition, mind, intellegence\reason and consciousness.

Then begin his journey in discovering the ancient destroyed civilizations to eventually discover that the ancient human civilizations were in a good relationship with Gods, as the Gods bring them the life and knowledge and help them in average life, basically treat them like actual their children as they put part of themselves and their God's spirit in to humans at beginning of creation, with main intent to help humans to spiritually grow and become Gods just like them, capable to build their own perfect universes and expand existance n' stuff; basically everything that would make sense to said person. Then soon later discover that the current realm is controled by some selfish Supreme Ultimate God Demiurge, the master and creator of this realm, possibly of another aeon, who proclaims himself "the one above all" and the LORD of everything after capturing this one aeon and creating his own multiverse or "matrix", if you like, with enforced materialism that forces every conscious soul in to this "matrix" jail for his amusement and some other reasons, pro'bly. Once that God discover that you get to know the "forbidden knowledge" of civilization he hoped to wipe out entirely, he shift the reality to make everyone hate you, go against you and then straight up create enemies and summons other Gods\Titans\Daemons that go as he commands, and as he see you progress he constantly spawns even more enemies.


I know that is sound like average Gnostic blabery, but I tried to not make it sound like one. Although all this "lore" is not really necessary as the whole point of the mod is the constant flow of fun anyway, with further progression + craft system to actually keep the enjoyment and entertainment of players, since to keep the constant interest you'd have to advance and learn new magical skills to find more ways to completely obliterate the enemy. The lore can be used as an excuse as to why everything around you tries to kill you, even though you don't even know what the hell are these creatures. Maybe this "lore" can also be used as excuse to have the good Gods help you along the way too by guide you and providing knowledge with huge ass skill trees to learn and master, since explaining all this to a player would be complicated.

Would be cool to have a final boss battle once you achieve the "Magnum Opus" and become the absolute Demiurge yourself, to have battle similar like with the final boss of "Claustrophobia: The Walls Close In" doom mod, but with even more dicky and spammy boss. Oh and in order to NOT turn this game in to another grind-hungry skinner-box simulator, you should level up rather quick, as the needed exp counter to level up with each level gained will not expanding much; and the bigger the enemy is, the bigger his soul\essence\experience is; and the enemies of all rank could spawn around you all the time so you wouldn't feel like it's walking in the park. I'd imagine that it would be something hard to create, but damn that would actually fun thing to have and would keep people be hooked on playing for long, at least to discover every single possible attack or ability\skill\feature of the mod. After all, there aren't much of pure Wizard\Magic first person shooter games with proper RPG element, if any; let alone doom mods.
Last edited by MaxRideWizardLord on Sat Jan 19, 2019 4:54 pm, edited 1 time in total.
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Re: ZDoom project ideas you have

Postby gramps » Fri Jan 18, 2019 11:44 pm

That all sounds pretty good. I guess you're talking lots of mage hands, aside from polymorphs... And I suppose your pious protagonist would need to lose the cool rings?

I like the idea of having anti-grinding and anti-hoarding being baked in to the game's design. Running around after you killed everything making sure you looted everything possible isn't that fun.

you slowly gain all sort of abilities ever imaginable to moderate level, like levitate, highjump, blink\teleport, control time, magnet\control\push items with telekinesis, invisibility, going etheral\ghost, resurrect, heal, create, control time, confuse enemies or turn them to fight on your side, etc; along side with all sort of combat like creating volcano, zap enemies with lightning, burn them alive with flamethrower or set them in stone, etc;


This is the good stuff here. I would think about breaking this up into skill trees, to give the player some choices about how to progress. This should keep the game fresh longer since the player can try out different builds. Maybe it doesn't fit in with the "all powerful" theme, but you could allow the player to eventually unlock the entire tree.

Maybe in a normal game, you'd just unlock a branch or two of the skill tree, but in extended game (doing hard optional stuff before last boss) you could unlock the whole thing.

Anyway, just some random thoughts... I like the idea :)
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Re: ZDoom project ideas you have

Postby MaxRideWizardLord » Sat Jan 19, 2019 4:08 pm

gramps wrote:That all sounds pretty good. I guess you're talking lots of mage hands, aside from polymorphs... And I suppose your pious protagonist would need to lose the cool rings?


Oh right, I forgot that there aren't much of hand sprites aside from common Mage's hands that are in a pose of prepared-to-cast. Although it could use like blood or powerslave hand sprites. http://i.imgur.com/FIYBDSI.png . The only different sprites of hand you'd have is when changing to certain element of skill tree; like having any spell\skill of electrokinesis would make your hand occasionaly running electricity on your hand and wrist with striking sound like small but awesome thunderstorm; anything of pyrokinesis would make your palm errupting flames like in some generic cartoonish super-evil bad guy like bill scipher. Would be cool as an additional crafted spells\skills, one of the magic "weapon" would be having gesture of gun-imitating-hand sprite, similar to what we can get in Grezzo Duo when picked berserk. And for these who are totally in to fire arms, we might even have joke spells\skills that behave like Marty's hands from Russian Overkill.

gramps wrote:I like the idea of having anti-grinding and anti-hoarding being baked in to the game's design. Running around after you killed everything making sure you looted everything possible isn't that fun.


Yeah it could use something like default Nightmare's respawn system, or a bit more complicated where enemies spawn regardless of initial map's spawn points, leaving some rooms where they don't spawn like either near exit room or where the protagonist spawn at beginning of map.

gramps wrote:
you slowly gain all sort of abilities ever imaginable to moderate level, like levitate, highjump, blink\teleport, control time, magnet\control\push items with telekinesis, invisibility, going etheral\ghost, resurrect, heal, create, control time, confuse enemies or turn them to fight on your side, etc; along side with all sort of combat like creating volcano, zap enemies with lightning, burn them alive with flamethrower or set them in stone, etc;


This is the good stuff here. I would think about breaking this up into skill trees, to give the player some choices about how to progress. This should keep the game fresh longer since the player can try out different builds. Maybe it doesn't fit in with the "all powerful" theme, but you could allow the player to eventually unlock the entire tree.

Maybe in a normal game, you'd just unlock a branch or two of the skill tree, but in extended game (doing hard optional stuff before last boss) you could unlock the whole thing.



Yeah that's what I was thinking. A some circular skill trees whose branches occassionally intertwined. For example to learn Volcanno, you would need some mastery in fire element skill tree and some of the skills from geokinesis skill branch; or in order to create basic explosive fireballs, you would need to know basic of pyrokinesis and some very beginning ergokinesis (manipulation of energy) from psychic skill brand. Plus if you master one skill tree with another, or at least learn specific branch to some degree of said tree, you can unlock more complicated branch that grows further. Like Necro with Psyche can create Death skill branch, and Fire with Energy can create Light\Laser skill branch, Restoration + Death = Chaos, Chaos + Physics + Psyche = Chronokinesis skill tree, Necro + Telepathy - Radiowave skill tree, Fire + Physics + Radiowave - Nuclear skill tree. This would encourage people to learn other things, rather than focusing entirely on say fire or psyche, or telepathy. Some skill trees would simply evolve from Poison\Curse to Death (Thanatokinesis).


Also, in addition to morph extra hands anytime you please, which would function as normal weapons that shoot as you hold the specific fire button binded and can attach any attack\skill\ability to these you please, you could also "open extra mental eye chakras", up to like 10 or 12, and serve as quickbinds for instant casting any ability you bind to them. The reason I choose 12 number is because then you can bind them to F1-F12 buttons. Basically like in Wrath of Cronos, or any MMORPG, but probably have some kind of cooldown. Not really anything like in MOBA ever, just a bit of cooldown like of 3 seconds to also encourage the player increase firerate stats. I guess you can't quickbind everything here either, like magical skills that would request dual-hand casting to encourage using actual hands to actually make it feel like shooter; however once you progress and reach demi-god level, I guess you can upgrade these "chakras" to allow to bind there anything.

There could be also supportive buttons that you can use quickly and even have ability to attach your magical skills to already binded movement buttons, like using R or T button to quickly create magical barrier around you or magic shield to block attacks; to CTRL button you can attach invisibility skill, or going ethereal\ghost like that can be used in addition to crouch; alt can be used for quick blink in whatever direction you like and if you hold long enough to teleport where you point at; spacebar can be used to levitate or fly like a bird in addition to jumping; and shift can be used with some super dash sprint magic skill that would charge you SUPER fast and pierce through enemies, wrecking anything on your path like running blaster bullet yourself. And for these who are in to melee, I guess we can left things like karate which shoots deadly piercing laser beam as you wave hands and something like falcon punch from russian overkill.


The game would also use like 3 different Mana system. First and most common - bioenergy or Will mana, can be used for any combat, casting or elemental\natural physical magic.

Second that you can unlock sometime later - the Mental\Psyche Power\Mana, used for physics altering, mind control, teleporting, creating shield\barrier, going invisible, heal, and for levitation. Also can be used for passive aura-of-protection magic skill, which later on would become your initial HP as it would absorb all of the damage. This is good so it won't be abused all the time, and using things like time freeze would drain it, leaving you vulenrable afterwards once it ends if you're not careful using it.

Third and something you would unlock only later in the game - the beginningless Spirit\God Mana, the power of "divine beginning" that is attached to "absolute chaos". With this, you can use it to resurrect, create, spawn, temporare immortality\invulnerability, completely change the laws of physics (like turn the gravity upside down, along with Psychic Mana), change the reality (can be used to choose specific map you like, similar to "changemap" commond), instantly shift reality to everyone make your friend or create a whole otherdimensional monster army and turn them all in to foe for your own amusement; up to have abilities to completely erase everything around by snaping of fingers, up to nonsensical overkill similar to [alias overkill "kill monsters;wait;overkill"; overkill] once you achieve the The GOD Level and become the absolute master of Death.

Some would be used in combination, like healing would use both bionergy and Psyche Power, and the upgraded timefreeze (that would also freeze 5th dimensional beings\Titans) would use both Spirit and Psyche Mana. Besides, you can different options to regen manas, either by natural regeneration, or some kind of "recharge" skill similar to *cough* dragonball Z, or by absorbing them off from souls\essences of killed enemies.


I also was thinking of a stats bar in a form of a classic pentagramm that indentifies the 5 elements of soul - fire, water, earth, wind, spirit.
Fire - strenght, increase damage, power of most spells and biomana capacity.
Water - harmony, increasing the regeneration rate of all manas, including natural health recovery, and increasing recovery absorbption from either recharge or killed enemies.
Wind - mind, increasing effeciency of mental\psyche skills (like mind control, creation, etc), increasing effeciency of ALL skills by increasing ability to avoid "luck" (decreasing the gap of RNG damage between the maximum point and minimum point by making minimum point higher) and increate the Psyche Mana capacity.
Eearth - focus, decreasing the time needed to charge attacks that require charging, decrease the cooldown of quickbinds and make quicker switch between skills\spells, also making shields more effective (basically increasing HP)
Spirit - wisdom, increasing the amount of points you gain from killed enemis, decrease the effort needed to level up skill from skilltree, require less soul\knowledge\essence needed to craft new skill\spell and increase the Spirit Mana capacity.

The point of pentagramm is that you should get your soul in "balance", which would have some kind of scalling like 100% efficiency of all elements you spend in advancing your soul if you spend equal amount of them to each of element, and if it's just only fire with 1 point of everything else it would go down like to 51% of effeciency. The only way to increase natural HP, which shouldn't play much of role, is by either morph in to some large beast or even bigger creature. The circular skill trees and pentagramm statbar can also work in corelation. Like fire empower mostly elemental and combat skill trees, earth empowers telekinesis and physics, wind empowers psychic and illusions like skill trees, water empowers restoration, creation and conjuration and spirit empowers all sorts of supernatural things like invisibility, astral projection, necromancy, etc. I'd love to have the basic 7 "chakra" system too where each of increase which would define the strenght of spirit and each chakra empowering would empower the whole "restoration" or "destruction" skill trees, but it's already overlycomplicated as is.


(oh crap, said "control time" twice in the post you quoted. Yeah I'm a big freak for manipulation of time and absolutely adore games like Time Shift where I can not only freeze the time, but reverse the time to run backward while myself still can go forward. Now that I read my own text, I noticed I made crapton of grammatical mistakes... I guess I'll have to edit it and add some paragraphs for easier reading).


gramps wrote:Anyway, just some random thoughts... I like the idea :)


Glad you like my idea, although it would be pretty hard to implement and it would end up to be a mod like no other ever.
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Re: ZDoom project ideas you have

Postby lizardcommando » Tue Jan 22, 2019 12:11 am

How has there not been a good Punisher mod by now? I wanna be able to rip and tear some demons as Frank Castle.
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Re: ZDoom project ideas you have

Postby GAA1992 » Tue Jan 22, 2019 8:24 am

I made some single sprites, along with a Wolverine pair of hands, months ago:

https://forum.zdoom.org/viewtopic.php?f=4&t=15080&p=1049871&hilit=punisher#p1049871
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Re: ZDoom project ideas you have

Postby Cherno » Tue Jan 22, 2019 8:41 am

lizardcommando wrote:How has there not been a good Punisher mod by now? I wanna be able to rip and tear some demons as Frank Castle.


I wonder what would make this mod unique, though? The Punisher has no special abilities or powers that Doomguy doesn't have and he uses all kinds of weapons, so woudn't it boil down to another weapon mod?
Last edited by Cherno on Wed Jan 23, 2019 6:14 am, edited 1 time in total.
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Re: ZDoom project ideas you have

Postby lizardcommando » Wed Jan 23, 2019 1:30 am

Good point. I didn't even think of that. I guess I can just imagine Brutal Doom or The Trailblazer as a Punisher mod.

Still though, it probably would have been a cool idea before stuff like the two mods mentioned or even Immoral Conduct became a thing.
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Re: ZDoom project ideas you have

Postby Assassin of Purity » Thu Jan 24, 2019 5:37 pm

A new class add-on for my all time favorite Doom mod.
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Re: ZDoom project ideas you have

Postby QuickWolf » Sun Jan 27, 2019 6:35 pm

Taking the idea from wolfenstein II i imagined what if doomguy was in a wheelchair, since i'm really bad at expressing my ideas i´ll be using topics.
-tank controls, obviously.
-holsting your weapons lets you move faster.
-the faster you go the bigger the chance of hitscanners missing you.
-ramming into enemies stuns them.
-2 handed weapons makes you unable to control the wheelchair.
-some weapons turned into 1 handed variations.
-buffed up melee (you have pretty strong arms).
-fast weapon change
-momentum based movement (letting go of the controls doesn't stop you, recoil also affects your movement)
-you can get off the wheelchair or get knocked off of it
-when you're off the wheelchair your speed is severely reduced but your aim is severely improved
-powerups (for example turning the wheelchair into a turret when you're off of it)

Thanks for your time reading this :)
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Re: ZDoom project ideas you have

Postby gramps » Tue Jan 29, 2019 7:28 pm

With nightly builds back on track and some nifty new features, there's not much standing in the way of this thing now. Getting a playable demo ready now, hopefully in time for 3.8.
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Re: ZDoom project ideas you have

Postby Cherno » Thu Jan 31, 2019 3:04 am

Hey, I am sure I read a post about having a semi-random level system where individual sectors are connected via portals that are set up at map start, but I can't find it. Anybody know where that was posted?
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Re: ZDoom project ideas you have

Postby gramps » Thu Jan 31, 2019 3:21 am

Cherno, I'm working on something like that right now, haven't released anything yet but PM me if you're interested and I'll send you what I've got so far. Would be great to bounce ideas off someone :)
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Re: ZDoom project ideas you have

Postby zrrion the insect » Thu Jan 31, 2019 7:37 pm

I made a proof of concept map for something like that but I don't know what I did with it. It is actually pretty simple.
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Re: ZDoom project ideas you have

Postby gramps » Thu Jan 31, 2019 7:47 pm

Yeah, simpler than you'd think. I did something similar to wang tiles, where each square "zone" has a "gateway" on each edge, made up of multiple portals. Those portals are assigned a "style" on the map.

A gateway, and those portal styles its comprised of, works basically like pixels on the edge of a tile used to match up with other tiles. If all portals in one gateway mirror all portals in another, those gateways can be linked up, and the zones placed next to each other.

The problem with all this is non-static portals aren't great for monster AI, they can't chase you through them. But recent developments in dev branch make it possible to assign static portals at run time (and to move map geometry around), making it all work.

My original ACS script was about 250 lines, in one file. My current zscript solution (including stuff to move map geometry around) is about 700 lines spread over 9 classes / source files.
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Re: ZDoom project ideas you have

Postby TDRR » Thu Jan 31, 2019 8:12 pm

Assassin of Purity wrote:I'm having an idea of a Doom 2 remake or upgrade mod. The game isn't bad, but it does seem a bit like a cash-grab rather than a full fledged sequel. For one, it doesn't have Heretic's freelooking and inventory features. Another issue is that the game seems to have been rushed to get it to the market at the time. Take map 02 for instance...there's a Former Sergeant and a barrel stuck through a wall. It's just very weird, Another problem is the game getting easier with each level you go through. The final boss doesn't really seem that hard. The, "secrets" weren't really secrets at all. A door with a button on it that opens and once you get inside a secret has been revealed...what? Well this mod will fix those issues. The main idea is to make the game as if more time was given to develop it, and to include the upgrades Heretic, Rise of The Triad, and Hexen introduced. This includes...

+Looking up and down (Heretic)

+Inventory Mechanic (Heretic)

+Breakable Objects (Rise of The Triad)

+Jumping (Hexen)

Maps will be remade with these features in mind, and they'll have actual secrets in them.

Since the purpose is to just upgrade Doom 2 with those features, software mode will be supported. You can play it with OpenGL if you wish.


Isn't Super Skulltag basically this but without an inventory mechanic? If you are wondering, yes, Super Skulltag will run with Skulltag Emulation if you want to try it out, just load Super ST last.
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