[WIP] Risk of Doom [Update 2]

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Ferretmanjcdenton
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Re: [WIP] Risk of Doom

Post by Ferretmanjcdenton »

Awesome...

Have you ever thought of making a REAL roguelite mod for doom ?
With upgrades ,weapon loot ,items and of course a permadeath function which gives you after you die a possibility to buy a few upgrades or perks ?

I've not seen anything like that in doom also it would be amazing ..
And I believe the doom engine is so customizable that it would be possible to create something like that ?
Soosisya
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Joined: Sat Oct 31, 2020 9:26 am

Re: [WIP] Risk of Doom

Post by Soosisya »

Ferretmanjcdenton wrote:Awesome...

Have you ever thought of making a REAL roguelite mod for doom ?
With upgrades ,weapon loot ,items and of course a permadeath function which gives you after you die a possibility to buy a few upgrades or perks ?

I've not seen anything like that in doom also it would be amazing ..
And I believe the doom engine is so customizable that it would be possible to create something like that ?
The first step would be deactivating the ability to save, then you can storage some data in INI file to save the progress of the player. Though INI files are easy to hack. So, I think compiling a "new engine" would be better for that job. Alas, I have no idea how to do that.
Soosisya
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Re: [WIP] Risk of Doom

Post by Soosisya »

Oops! I've done horrible things to the mod:
- monsters now spawn only near to the player;
- there are 4 types of chests;
- chests cost money to open, apart from the mini-chests which give you money;
- there is a chance to spawn some weapon randomly on each map.

As the result of these changes, I'm seem not able to finish the first level XD There are less monsters on the map now, but they are stronger.
Soosisya
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Re: [WIP] Risk of Doom

Post by Soosisya »

Here is a gameplay video of the upcoming update for my mod:
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Captain J
 
 
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Re: [WIP] Risk of Doom

Post by Captain J »

Very impressive and interesting. Since you made the video, why not upload it at the OP as well?
Soosisya
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Re: [WIP] Risk of Doom

Post by Soosisya »

Captain J wrote:Very impressive and interesting. Since you made the video, why not upload it at the OP as well?
I'm going to do so 31st of December. i also will upload the update itself
Soosisya
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Re: [WIP] Risk of Doom [Update 1]

Post by Soosisya »

Happy New Year everyone!
Here is my update for the mod:
- there are 3 types of tier for items now
- chests cost money to open
- new items (I forgot how many I added since the last update)
- monster spawn system is reworked
- added a special menu where you can set max amount of possible chests on each level
- chests now don't spawn inside each other, nor inside the portal
- only one legendary chest can be spawned on each level

The first post is updated. You can read there about all items and learn what they do.

Download link
Zero_Senki
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Re: [WIP] Risk of Doom [Update 1]

Post by Zero_Senki »

I signed up JUST to say this is a fun interpretation of Risk of Rain 2 so far.

I only had one critical problem with the money system when a dummy player showed up in Greenwar (only map to have that happen might I add). What happened was that the game was only calculating what a monster would've given me, so if I killed a Baron, then a zombie, then I'd be unable to buy a chest because I only have 5 points of money.
Valken
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Re: [WIP] Risk of Doom [Update 1]

Post by Valken »

I wanted to ask if this is possible to play with addon monsters and weapons mods?! Like BD, PB, ROK!?

Maybe a "Lite" or mod friendly version to add the "game mode" and allow us to play with different mods.

Any chance for a Hexen version? I want to play this with Iron Tusks and related monster addons in COOP mode.
Soosisya
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Re: [WIP] Risk of Doom [Update 1]

Post by Soosisya »

I only had one critical problem with the money system when a dummy player showed up in Greenwar (only map to have that happen might I add). What happened was that the game was only calculating what a monster would've given me, so if I killed a Baron, then a zombie, then I'd be unable to buy a chest because I only have 5 points of money.
The current formula for money is 1/4 of the maximum health of the monster.
I wanted to ask if this is possible to play with addon monsters and weapons mods?! Like BD, PB, ROK!?

Maybe a "Lite" or mod friendly version to add the "game mode" and allow us to play with different mods.

Any chance for a Hexen version? I want to play this with Iron Tusks and related monster addons in COOP mode.
The more stuff I add, the less compatible with other mods it is. For now you can use monster packs, because I haven't changed the script of any monsters yet.
The "lite" version won't have most of the items, so it won't be that fun to play.
About supporting different IWADs: once I'm done with making everything for Doom, I might look for making it compatible with Heretic and Hexen
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DevilBlackDeath
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Re: [WIP] Risk of Doom

Post by DevilBlackDeath »

Great mod ! I've got to try it with a friend of mine that loves RoR too ! While universal compatibility sounds impossible (I mean, even with ZScript, taking into account reloadable weapons, reloadable weapons with custom reload systems, inventory items and so on would be a nightmare), but would it be possible to create "base" compatibility patches akin to what Shades of Doom and ZMovement do ? Obviously AFTER release candidate huh, it's all in the realm of wild suggestions right now !
Ferretmanjcdenton wrote:Awesome...

Have you ever thought of making a REAL roguelite mod for doom ?
With upgrades ,weapon loot ,items and of course a permadeath function which gives you after you die a possibility to buy a few upgrades or perks ?

I've not seen anything like that in doom also it would be amazing ..
And I believe the doom engine is so customizable that it would be possible to create something like that ?
God that would be amazing ! Add to that an option to pick what map is the "default" map, then you play that on Lexicon or Compendium and warp to hub on death. Infinite FPS roguelite goodness =O

Edit : Also yeah it would totally be possible since you can detect death and so on in ZScript. Trying to do that with pure DECORATE and compatible for Zandronum would be another story entirely.
Soosisya
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Re: [WIP] Risk of Doom [Update 2]

Post by Soosisya »

The new update is here:
- added first cursed item
- added 1 tier1 item
- Spanish and Russian languages are supported
- some items were rebalanced
- more changes that I don't remember

The first post has been updated.
The mod has been never tested in multiplayer!

Download link
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DevilBlackDeath
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Re: [WIP] Risk of Doom [Update 2]

Post by DevilBlackDeath »

Soosisya wrote:The new update is here:
- added first cursed item
- added 1 tier1 item
- Spanish and Russian languages are supported
- some items were rebalanced
- more changes that I don't remember

The first post has been updated.
The mod has been never tested in multiplayer!

Download link
If what you lack is someone to test it with for desync, you could always, like I did for my EVP MP fix, host and join on the same computer :P If you have 2 screens you can even use "+vid_activeinbackground 1" to see what the other player sees ;)
Soosisya
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Re: [WIP] Risk of Doom [Update 2]

Post by Soosisya »

DevilBlackDeath wrote: If what you lack is someone to test it with for desync, you could always, like I did for my EVP MP fix, host and join on the same computer :P If you have 2 screens you can even use "+vid_activeinbackground 1" to see what the other player sees ;)
I'm just bad/lazy at net-codding
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DevilBlackDeath
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Re: [WIP] Risk of Doom [Update 2]

Post by DevilBlackDeath »

Soosisya wrote:
DevilBlackDeath wrote: If what you lack is someone to test it with for desync, you could always, like I did for my EVP MP fix, host and join on the same computer :P If you have 2 screens you can even use "+vid_activeinbackground 1" to see what the other player sees ;)
I'm just bad/lazy at net-codding
Gonna give it a try this week-end if I have time and I'll let you know if I encounter any desync (and if I have any idea where they may come from :) ) ! In the long run, seeing this be a MP mode for GZDoom would be amazing. I only just discovered how actually stable GZD can be if you have half decent connections so yeah, really hyped to see this project developed. Best of luck ;)
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