NAKU-NARU - バンザイ! (V1.3 OUT NOW!)

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.

Do you Prefer The Type 99 Nambu or the Type 89 Howa?

Poll ended at Mon Dec 23, 2019 2:04 pm

Type 89
11
52%
Type 99
10
48%
 
Total votes: 21

User avatar
Joblez_I
Posts: 99
Joined: Mon Jan 23, 2017 11:44 am
Preferred Pronouns: He/Him
Graphics Processor: nVidia (Modern GZDoom)
Location: Xen

Re: NAKU-NARU - バンザイ! (V1)

Post by Joblez_I »

Rex705 wrote:I made a nice video to show off some gameplay of this mod. :)
Thanks a ton! Would you mind if i used it as a showcase for gameplay on the main post?
User avatar
Joblez_I
Posts: 99
Joined: Mon Jan 23, 2017 11:44 am
Preferred Pronouns: He/Him
Graphics Processor: nVidia (Modern GZDoom)
Location: Xen

Re: NAKU-NARU - バンザイ! (V1)

Post by Joblez_I »

https://streamable.com/s39ka

footage of v1.1, still need a few more things to update and then it'll be out
Toberone
Posts: 290
Joined: Sun May 12, 2013 10:58 pm

Re: NAKU-NARU - バンザイ! (V1)

Post by Toberone »

Idk how you did it but you just made the lever action twice as cool jesus.

You work fast! thats a lot of cool changes since last, lovin the bonzai charge lol.
User avatar
Rex705
Posts: 220
Joined: Sun Nov 22, 2015 5:49 pm
Contact:

Re: NAKU-NARU - バンザイ! (V1)

Post by Rex705 »

Joblez_I wrote:Thanks a ton! Would you mind if I used it as a showcase for gameplay on the main post?
Sure that's fine :)
User avatar
eharper256
Posts: 1038
Joined: Sun Feb 25, 2018 2:30 am
Location: UK
Contact:

Re: NAKU-NARU - バンザイ! (V1)

Post by eharper256 »

A nice set of gunplay, and some of my issues appear to already be fixed by that video! Good job, always nice to see new weapon ideas, and I'm a sucker for Oni in general.

One thing left though; for the love of the kami, change that font on the HUD; its insanely hard to read!
thewolfman00001
Posts: 72
Joined: Sat Feb 23, 2019 6:11 am

Re: NAKU-NARU - バンザイ! (V1)

Post by thewolfman00001 »

Joblez_I wrote:https://streamable.com/s39ka

footage of v1.1, still need a few more things to update and then it'll be out
All I have to ask is this: Will the shotgun 1-shot pinkies?
User avatar
Joblez_I
Posts: 99
Joined: Mon Jan 23, 2017 11:44 am
Preferred Pronouns: He/Him
Graphics Processor: nVidia (Modern GZDoom)
Location: Xen

Re: NAKU-NARU - バンザイ! (V1)

Post by Joblez_I »

thewolfman00001 wrote:
Joblez_I wrote:https://streamable.com/s39ka

footage of v1.1, still need a few more things to update and then it'll be out
All I have to ask is this: Will the shotgun 1-shot pinkies?
Tested the shotgun, takes 2-3 shots to kill a pinky.
thewolfman00001
Posts: 72
Joined: Sat Feb 23, 2019 6:11 am

Re: NAKU-NARU - バンザイ! (V1)

Post by thewolfman00001 »

Joblez_I wrote:
thewolfman00001 wrote:
Joblez_I wrote:https://streamable.com/s39ka

footage of v1.1, still need a few more things to update and then it'll be out
All I have to ask is this: Will the shotgun 1-shot pinkies?
Tested the shotgun, takes 2-3 shots to kill a pinky.
I see, will you by any chance add a super-shotgun type weapon to the arsenal? Not having a weapon type that fits the super-shotgun niche would severely nerf the player, especially in Doom 2 style wads and map-sets
User avatar
Joblez_I
Posts: 99
Joined: Mon Jan 23, 2017 11:44 am
Preferred Pronouns: He/Him
Graphics Processor: nVidia (Modern GZDoom)
Location: Xen

Re: NAKU-NARU - バンザイ! (V1)

Post by Joblez_I »

I see, will you by any chance add a super-shotgun type weapon to the arsenal? Not having a weapon type that fits the super-shotgun niche would severely nerf the player, especially in Doom 2 style wads and map-sets


the ability to melee as a secondary, and weapons like the nambu lmg are made close the gap between you and enemies, in the same context you'd use the super shotgun in. if people are more persistent it is a problem then i will add a supershotgun of some sort to fill the need.
Gideon020
Posts: 558
Joined: Mon Sep 28, 2015 3:23 am

Re: NAKU-NARU - バンザイ! (V1)

Post by Gideon020 »

Joblez_I wrote: the ability to melee as a secondary, and weapons like the nambu lmg are made close the gap between you and enemies, in the same context you'd use the super shotgun in. if people are more persistent it is a problem then i will add a supershotgun of some sort to fill the need.
A weapon that makes use of Plasma Cells in some form is probably what I'd want more than a Super Shotgun right now. Yorick's Skull is neat, but when you have levels built around using plasma ammo and there's no gun that uses it, it makes things...tricky.
User avatar
Joblez_I
Posts: 99
Joined: Mon Jan 23, 2017 11:44 am
Preferred Pronouns: He/Him
Graphics Processor: nVidia (Modern GZDoom)
Location: Xen

Re: NAKU-NARU - バンザイ! (V1.1 OUT NOW!)

Post by Joblez_I »

Version 1.1 is out! tried to address as many critiques as possible, hopefully, this is a more enjoyable and playable version.
User avatar
Zhs2
Posts: 1269
Joined: Fri Nov 07, 2008 3:29 pm
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Location: Maryland, USA, but probably also in someone's mod somewhere
Contact:

Re: NAKU-NARU - バンザイ! (V1.1 OUT NOW!)

Post by Zhs2 »

My favorite part about the 9mm SMG is that tap-firing it (clicking once like you would when chaingun sniping for those perfectly accurate first bullets) produces a firing sound, smoke from the barrel, but no muzzle flash. Feature of a futuristic SMG, or developer oversight? It's your call!

Other than that, this weapons mod is pretty snazzy. I've been seeing your animations in #showroom on the ZDoom Discord for a while now, didn't know it was out to try until today!
User avatar
Joblez_I
Posts: 99
Joined: Mon Jan 23, 2017 11:44 am
Preferred Pronouns: He/Him
Graphics Processor: nVidia (Modern GZDoom)
Location: Xen

Re: NAKU-NARU - バンザイ! (V1.1 OUT NOW!)

Post by Joblez_I »

Zhs2 wrote:My favorite part about the 9mm SMG is that tap-firing it (clicking once like you would when chaingun sniping for those perfectly accurate first bullets) produces a firing sound, smoke from the barrel, but no muzzle flash. Feature of a futuristic SMG, or developer oversight? It's your call!

Other than that, this weapons mod is pretty snazzy. I've been seeing your animations in #showroom on the ZDoom Discord for a while now, didn't know it was out to try until today!
we'll call it a feature, not a bug ;^)
Fureyon
Posts: 83
Joined: Thu Jun 28, 2018 9:05 am

Re: NAKU-NARU - バンザイ! (V1.1 OUT NOW!)

Post by Fureyon »

The animations feel better and I like what you did with the lever action.
I didn't really notice much damage difference between fire and alt-fire for melee, nor did I notice any properties that would make it different, such as knockback in example.
Regarding Type99's charge it's possible to "charge in place" if all you do is hold alt-fire, you might want to force forward movement there or only trigger if moving forward.

Maybe add a scope to the Type99 as well?
Someone64
Posts: 416
Joined: Tue Feb 23, 2016 11:59 am

Re: NAKU-NARU - バンザイ! (V1.1 OUT NOW!)

Post by Someone64 »

Primary melee seems to have longer range.

Bug report: If you zoom in with a weapon then switch to another weapon while zoomed in, switching back to the zoomed in weapon will still have your view zoomed but the weapon will not look like it's in its zoomed in state.
Post Reply

Return to “Gameplay Mods”