[0.7] Punkwild! (Punk never dies!)

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A.Gamma
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Re: [0.6.1] Punkwild! (New Weapon! 4/26/21)

Post by A.Gamma »

Here's a small bugfixing and balance version, not much has changed except some number tweaking here and there. Do let me hear your thoughts.

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AGPunk_0.6.1

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Spoiler:
SatanistStone81
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Re: [0.6.1] Punkwild! (New Weapon! 4/26/21)

Post by SatanistStone81 »

I have a good idea on how you can expand on this mod, you should put some human enemies in the game (Wolfenstein, Rise of the triad, blake stone, etc) and any other kind of human enemy from a 90's video game. Also a good idea I have would be to have 5 or so characters that you can choose from like in Rise Of The Triad. Basically an anarchist punk group of people (like the HUNT from ROTT) they would all be punks. Even add some more weapons and possibly put anarchy symbols on the guns.
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Dr_Cosmobyte
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Re: [0.6.1] Punkwild! (New Weapon! 4/26/21)

Post by Dr_Cosmobyte »

It's not an easy work to create new classes. Even more in a personalized art style as A.Gamma's.

But one thing i would suggest tho, since we're at it: a "Enemies only" version would be interesting. The choice of sprites is very consistent.
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Captain J
 
 
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Re: [0.6.1] Punkwild! (New Weapon! 4/26/21)

Post by Captain J »

Oh yeah, human-only enemy roster would be hella realistic and rad! But if someone's can't wait, i think Wildweasel's Terrorists! or Woolie Wool's Mutiny have full roster of human to robot enemies so in the meantime we can use these.
SatanistStone81
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Re: [0.6.1] Punkwild! (New Weapon! 4/26/21)

Post by SatanistStone81 »

Thanks for mentioning those mods, I just downloaded them.
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A.Gamma
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Re: [0.6.1] Punkwild! (New Weapon! 4/26/21)

Post by A.Gamma »

SatanistStone81 wrote:I have a good idea on how you can expand on this mod, you should put some human enemies in the game (Wolfenstein, Rise of the triad, blake stone, etc) and any other kind of human enemy from a 90's video game. Also a good idea I have would be to have 5 or so characters that you can choose from like in Rise Of The Triad. Basically an anarchist punk group of people (like the HUNT from ROTT) they would all be punks. Even add some more weapons and possibly put anarchy symbols on the guns.
Multiple classes is an idea I've been entertaining for a while; but one that is unlikely to happen for a multitude of reasons, first is the amount of work required to make each class feel different from each other while sticking to a cohesive style of gameplay, then there's also the fact that a good part of what makes Punkwild is Jazz herself. Adding multiple classes would mean getting my hands on a bunch of voice lines to represent said new classes/characters, which can be as much work as the coding itself. Still, I might return to this idea once I hit 1.0.

As for adding enemies from multiple games, I'm not keen on the mismatched art styles that would bring. But still is a fun suggestion, and one that is more likely to happen when compared to the multiple classes.
Dr_Cosmobyte wrote:It's not an easy work to create new classes. Even more in a personalized art style as A.Gamma's.

But one thing i would suggest tho, since we're at it: a "Enemies only" version would be interesting. The choice of sprites is very consistent.
Heh, I'll do the monsters only version just for kicks after finishing work on 0.6.2. I'm sure Punkwild's bestiary will be a challenge for good ol' Doomguy.
Captain J wrote:Oh yeah, human-only enemy roster would be hella realistic and rad! But if someone's can't wait, i think Wildweasel's Terrorists! or Woolie Wool's Mutiny have full roster of human to robot enemies so in the meantime we can use these.
Mutiny's bestiary might be a good fit for Punkwild after some modifications, so I'll take a look at it for a hypothetical future monster add-on.
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Baratus
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Re: [0.6.1] Punkwild! (New Weapon! 4/26/21)

Post by Baratus »

This mod hits it out of the park in terms of unique gameplay style and visuals. My first experience with the game was not so great though, as I found myself getting pummeled with enemy projectiles without the kind of mobility and movement speed to dodge them, and the double-tap dodge was hard to pull off. I felt too slow and also out of control.

I am thankful for the CVARs that let me modify the damage I deal and take. Turning up my weapon damage helped a lot in making sure I spent more time killing than being killed and made my experience a lot less annoying, still, it's very unforgiving. I appreciate challenging games, and this mod definitely feels very different from the original Doom and most games I have played - the gameplay resembles Viscerafest somewhat - but the weapons feel a bit clunky. The single shotgun is powerful but it feels a little bit delayed, and it has an inactive state after firing, and if I press the mouse button again during this brief period, the weapon stops autofiring. There is a slight lack of snappy immediacy in the weapons that was present in Demonsteele, which complemented the fast and furious pace of that mod. Without it, I feel like I'm fighting the controls in order to play, when the mod is already hard enough. I feel like the game is forcing me to be more careful and methodical, which I feel personally goes against the "wild anarchy punk rock" aesthetic that the mod is going for, so perhaps I went in with the wrong expectations.

I have the double-tap dash disabled, and this sometimes causes me to dash two times in different directions when I've let go of the run button.
I find it strange that there isn't a quick melee option, when you're stuck with the revolver in a fairly populated first map, it can feel a bit of a slog.

First impressions aside, I admire the effort that went into this, and it's shaping up really well. I'll stick with this mod and try to get a better feel for it.
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A.Gamma
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Re: [0.6.1] Punkwild! (New Weapon! 4/26/21)

Post by A.Gamma »

Baratus wrote:This mod hits it out of the park in terms of unique gameplay style and visuals. My first experience with the game was not so great though, as I found myself getting pummeled with enemy projectiles without the kind of mobility and movement speed to dodge them, and the double-tap dodge was hard to pull off. I felt too slow and also out of control.

I am thankful for the CVARs that let me modify the damage I deal and take. Turning up my weapon damage helped a lot in making sure I spent more time killing than being killed and made my experience a lot less annoying, still, it's very unforgiving. I appreciate challenging games, and this mod definitely feels very different from the original Doom and most games I have played - the gameplay resembles Viscerafest somewhat - but the weapons feel a bit clunky. The single shotgun is powerful but it feels a little bit delayed, and it has an inactive state after firing, and if I press the mouse button again during this brief period, the weapon stops autofiring. There is a slight lack of snappy immediacy in the weapons that was present in Demonsteele, which complemented the fast and furious pace of that mod. Without it, I feel like I'm fighting the controls in order to play, when the mod is already hard enough. I feel like the game is forcing me to be more careful and methodical, which I feel personally goes against the "wild anarchy punk rock" aesthetic that the mod is going for, so perhaps I went in with the wrong expectations.

I have the double-tap dash disabled, and this sometimes causes me to dash two times in different directions when I've let go of the run button.
I find it strange that there isn't a quick melee option, when you're stuck with the revolver in a fairly populated first map, it can feel a bit of a slog.

First impressions aside, I admire the effort that went into this, and it's shaping up really well. I'll stick with this mod and try to get a better feel for it.
Hey! Thanks a lot for your sincere and thoughtful feedback. You'll be happy to know that some of the issues you brought up have been addressed and will feature in the upcoming Version 0.7, along with some much needed changes that will improve the overall experience.
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A.Gamma
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Re: [0.7] Punkwild! (Punk never dies!)

Post by A.Gamma »

It's been a while, everyone! I've been working on this update for longer than any of the previous ones, and I gotta say, that the change log is huge!

I addressed most if not all the points raised by Baratus with this update while trying to keep the essence of Punkwild. So, how exactly was the mod changed? I'm glad you asked! I'm going to go over the most gameplay-affecting changes and some quality of life. For the full change log, refer to either the first page or the bottom of this post.
  • Weapons are more reactive
    After Baratus mentioned it, I went ahead and started testing several fast-paced mods and games in order to get a better feel of the weapon reaction time and how that impacts gameplay style. Now all weapons fire as soon as you click the fire button.
  • Camping vs. Rushing
    One thing that became common while testing, is that I spent most of my time hiding and luring enemies instead of charging head on. To address this, I took one of my favorite features from Doom 2016/Eternal and made gibbed enemies drop life pickups.
  • Weapon utility and hierarchy
    It's not a secret that I love Paladins/Overwatch, and in fact spend most of my time playing them, so it was inevitable for their influence to creep in. All weapons in Punkwild now have a set role and, so, will out-perform their peers when you use them for their designed situations. I will write a full guide on weapons and their roles this week or the next.
  • Powerup effectiveness and synergy
    Powerups were the one aspect of Punkwild that I never liked. All of them were just there as a variation of a standard Doom powerup and did nothing new. This update addresses that, with game-changing powerups that are designed to synergize with one another, up to the point where the right combination will make you downright unkillable.
  • Dashing and speed
    One thing that struck me from Baratus's feedback was how he fell slow and out of control. I honestly did think about changing movement speed before then, but as soon as I did, it became clear that it was the way to go. To balance the increased speed and give control back to the player, I limited the dashes to three and increased the CD between them while at the same time decreasing the distance of the dash, but each time you dash you have a one-second invincibility frame and you can now dash through enemy projectiles. In my opinion, this is the most gameplay-changing update of them all, since it allows for much more aggressive game style.
They say that an image is worth a thousand words, so how about a video demonstrating the update?



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Captain J
 
 
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Re: [0.7] Punkwild! (Punk never dies!)

Post by Captain J »

COOL BEANS! This is some sick update and i'm liking it already :D

EDIT: Uhh i remember editing this post but for some reason it didn't save. Guess i could do this all over again! Anyways i did enjoy this update. I love the new changes like the weapon sprites and new Baseball Bat sprite! And speaking of which...
Spoiler: Feedback time!
Last edited by Captain J on Thu Aug 26, 2021 8:05 am, edited 2 times in total.
JohnnyTheWolf
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Re: [0.7] Punkwild! (Punk never dies!)

Post by JohnnyTheWolf »

So this looks great, but I have to ask: does Jazz have some sort of melee attack outside of the Baseball Bat?

If she has, I could not find it. If not, then I wish she had, because I find myself out of ammo and swarmed by enemies in close quarters, I am basically defenseless.

Also, is there a way to reach pickups that out-of-range enemies drop? For example, in Doom II's MAP01, I can never get the coin that the caged Imp drops.
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Re: [0.7] Punkwild! (Punk never dies!)

Post by Dr_Cosmobyte »

Oh my, the new sprites are WILD FIRE!
I won't be able to give my cents on this version, but i'll play it ASAP!
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A.Gamma
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Re: [0.7] Punkwild! (Punk never dies!)

Post by A.Gamma »

Captain J wrote:COOL BEANS! This is some sick update and i'm liking it already :D

EDIT: Uhh i remember editing this post but for some reason it didn't save. Guess i could do this all over again! Anyways i did enjoy this update. I love the new changes like the weapon sprites and new Baseball Bat sprite! And speaking of which...
Spoiler: Feedback time!
Thanks for your feedback Captain, and I'm glad that you're enyoing the update!

-F1 Screen is hopelessly outdated, I'm working on creating new slides and tips for it, but it's not a priority

-Will work on updating the SMG sprites to make them look better.

-Noted! Will fix the bug on the next update that should go live next week!

-Explosive rounds are designed to be OP! Try using the Baseball bat + Explosive Ammo into a horde. Also, I'll add the Explosive Puff bug to the bug fixes.
JohnnyTheWolf wrote:So this looks great, but I have to ask: does Jazz have some sort of melee attack outside of the Baseball Bat?

If she has, I could not find it. If not, then I wish she had, because I find myself out of ammo and swarmed by enemies in close quarters, I am basically defenseless.

Also, is there a way to reach pickups that out-of-range enemies drop? For example, in Doom II's MAP01, I can never get the coin that the caged Imp drops.
Glad you gave this a try, Johnny!

-Jazz does not have a melee attack outside the baseball bat, I've been considering adding one, but I wanted to have some more feedback on it. If I were to add a quick melee it would most likely be a very low damage attack and be used to push enemies away.

-I never actually thought of adding a way to get out-of-range drops. I don't really know how I feel about it tho, because the coins are quite literally the ammo for the BFG replacement.
Dr_Cosmobyte wrote:Oh my, the new sprites are WILD FIRE!
I won't be able to give my cents on this version, but i'll play it ASAP!
Thanks! There are more sprite updates in the works, next update will most likely see a new Napalm Launcher sprite and an updated Terminator sprite. I hope you enjoy the mod, Dr_Cosmobyte
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RedClairefield
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Re: [0.7] Punkwild! (Punk never dies!)

Post by RedClairefield »

It appears as though punk has died.
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