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AGPunk_0.6.1
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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.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.
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.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.
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.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.
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.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.
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Spoiler: Feedback time!
Thanks for your feedback Captain, and I'm glad that you're enyoing the update!Captain J wrote:COOL BEANS! This is some sick update and i'm liking it already
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!
Glad you gave this a try, Johnny!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.
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_CosmobyteDr_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!