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Those who have played Risk of Rain 1 or 2 know what's coming!
The main goal of the gameplay is to find a portal somewhere on the map, activate it, survive for some time and proceed to the next level. I've decided to make a mod of this. You'll have standard weapons, tons of monsters spawning everywhere on the map, and passive items that can stuck unlimitly to increase their effectiviness.
The mod can work with any map pack, even for DM.
Spoiler: Video:
Spoiler: Items:
Common:
"Health up" - Increases the maximum amount of health by 25 (+25 max HP per stack; doesn't heal you)
"Ammo pocket" - Monsters have 10% chance (+5% per stack) to drop random ammo on death
"Health Regeneration" - Heals you every second for 1 HP (+1 HP per stack)
"Amulet of blood hunger" - Monsters drop on death a blood vial which heals you for 5 HP (+5 HP per stack)
"Sonic shoe" - Increases your movement speed by 4% (+4% per stack)
"Laser sight" - Gives you 10% chance (+10% per stak) to deal double damage
"Steel root" - While you're standing still, you receive 5% less of incoming damage (+5% less damage per stack for every next item up to 99%)
"Magnet" - Every item in the radius of 144 units (+16 units per stack) around you flies towards you
"Red pill" - Increases your attack speed by 10% (+10% per stack)
Uncommon:
"Mini-marine" - Summons a marine with a chaingun that follows you and attacks monsters (+1 additional marine per stack)
"Unstable nuke" - Upon death monsters explode, dealing 10 damage in the radius of 20 units (+10 damage and +20 units of radius per stack)
"Interdimensional backpack" - Increases maximum amount of every ammo by 25% (+25% per stack)
"Red gauntlet" - The more monsters you kill with your fist, the more damage your fist deals. You stop increasing your damage after the 10th kill (+5 more kills per stack)
"Nano-tin foil hat" - You get 25% chance to reflect the incoming projectile back to the monster (+100% of base projectile damage per stack; doesn't protect you from receiving the damage)
Legendary:
"Explosive rounds" - Your hitscan weapon, including the fist and chainsaw, fires explosive bullets which deal 50 more damage each in the radius of 5 units (+5 units of radius per stack)
"Golden cabbage" - Portal spawns one additional item (+1 more item per stack) upon killing all monsters (can't spawn legendary items)
Cursed items
"Rusty revolver" - +1 additional shot from a weapon, but you spend more ammo on each shot
Money system:
Your current money is located above your HP counter. You need money to buy chests. You get money by killing monsters or by opening small chests (each contains from 5 to 10)
Risk of options menu:
Here you can set the maximum amount of chests that can be spawned on each level. You still can get fewer chests. I've made this option for large maps that have tons of items and monsters.
Known bugs:
- sometimes the portal may not spawn. Theoretically I made a script that should prevent from happening of this. Though it may cause the game to get into an endless loop (I really hope it does not)
- even though you can play on DM maps, beware of archviles. They can launch you out of the map borders sometimes (that's happened to me a couple of times). Alas, I can't do anything with that.
retronutcase wrote:I'm curious, will classes with unique abilities like in Risk of Rain itself be a thing? Or will it just be Doomguy with RoR style gameplay?
I might end up making an extension for this mod adding classes. Depending on how you put it together. And if I ever finish what I'm currently working on. And if I become moderately competent at Zscript.... And assuming I get your permission, of course.
Small news on the project: I'm almost done with making the core of the mod. Soon I'll start adding items. For now I'm thinking on 4 types of items: common (white), uncommon (green), rare (red) and unique (purple). The unique items, you guess, are unique, thus they can be found only once per game, so they won't stuck. However, their effect will be more like in 'binding of isaac' - they will affect other items. For example, if you get explosive rounds instead of normal bullets, your allies (for now those are marines with chainguns) will get them too. Also I'm planning on making elite versions of monsters. They will have special abilities like regeneration, fast movement, teleportation etc...
I've done it! I've made the main core mechanics of the mod. And here is a small demo of what I got so far. For now there are only 2 stuckable items. The portal can be anywhere on the map, though it should be always reachable. Once the portal is activated, survive for some time (depending on the difficulty), then kill all monsters on the map, return to the portal, take your reward and leave. When it's time to kill all monsters, you get a full map that also shows all actors on the map, so you don't have to search monsters. If something goes wrong and for some reason you can't proceed through the portal, then just finish the level the normal way - push the standard exit button on the map. Next update will include more passive items.
Sound awesome ..
I was hoping that somebody makes a roguelike mod ..
Risk of rain is an amazing game and I can't understand that doom wasn't used for making more RLshooter mods
Soosisya wrote:I've done it! I've made the main core mechanics of the mod. And here is a small demo of what I got so far. For now there are only 2 stuckable items. The portal can be anywhere on the map, though it should be always reachable. Once the portal is activated, survive for some time (depending on the difficulty), then kill all monsters on the map, return to the portal, take your reward and leave. When it's time to kill all monsters, you get a full map that also shows all actors on the map, so you don't have to search monsters. If something goes wrong and for some reason you can't proceed through the portal, then just finish the level the normal way - push the standard exit button on the map. Next update will include more passive items.
Soosisya wrote:I've done it! I've made the main core mechanics of the mod. And here is a small demo of what I got so far. For now there are only 2 stuckable items. The portal can be anywhere on the map, though it should be always reachable. Once the portal is activated, survive for some time (depending on the difficulty), then kill all monsters on the map, return to the portal, take your reward and leave. When it's time to kill all monsters, you get a full map that also shows all actors on the map, so you don't have to search monsters. If something goes wrong and for some reason you can't proceed through the portal, then just finish the level the normal way - push the standard exit button on the map. Next update will include more passive items.
Awesome..any idea when we see a new update?
No Idea lol To be honest, now I'm busy improving my Spanish^^ And the lack of sprites kinda holds me back. But you're right, I should return to this project soon.
Okay, I spent last two days on this mod, and as the result, here is a small update which includes next changes: - 4 new items;
- every 30 seconds monsters get +10% of their max health when they spawn;
- friendly marines don't do any damage to the player;
- now you can loop maps.
P.S. Yup, I know, the sprites aren't the best, but my drawing skills are very limited.