XRpg - Simple Hexen RPG mod [v2.3.1 Released] New GUI inventory system with full mouse support

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Vanille987
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Re: XRpg - Simple Hexen RPG mod [v1.2.1a preview Released]

Post by Vanille987 »

making the warrior a 'spellsword' with magic imbued weapon sounds like a good idea to give him more without taking away from his melee role. Will the runes be permanent or have to be casted for the effect?

Oh and adding to my previous post because I forget. Cleric is pretty powerful overall but I feel the fire storms melee is a bit overturned. The flame effect causes most monsters to be completely shut down and be killed rather quick, this isn't as effective in the open but during the many times the game makes you go through through tight corridors it feels like it trivializes monsters.
peewee_RotA
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Re: XRpg - Simple Hexen RPG mod [v1.2.1a preview Released]

Post by peewee_RotA »

I think they'd be permanent, but you select one at a time.

Here's a rough draft of an idea for the "chainsaw" style mace attack.
maceidea.png
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Valherran
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Re: XRpg - Simple Hexen RPG mod [v1.2.1a preview Released]

Post by Valherran »

I did a playthrough as the Fighter with this mod, overall it wasn't too bad. Some things I feel kind of need tweaking though. The RPG system is indeed simple, though it seems kinda moot when only your health and mana maximums go up but never your damage. Reason I say this is because enemies get beefier with the randomized variants they can spawn as, which prolongs the fighting even more but not really in a fun way. Stuff can take too long to die simply because your damage level pretty much remains the same. I would have thought by level 55 I would be able to 1-shot regular Ettins but nope. The purple enemies are very imbalanced, especially when a ranged enemy has this form, and this is because of the chain casting of summoning Reivers that can also spawn as purple which also chain cast and it can go on forever quickly filling a room with 30+ something enemies. This probably wouldn't have been as bad had I gotten some sort of power increase outside of my gained abilities, but chain spawning purple enemies should not be allowed. I don't know how much you plan to add or change in the game, but I got plenty of other suggestions for you should you take this mod any farther than what you have planned.
peewee_RotA
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Re: XRpg - Simple Hexen RPG mod [v1.2.1a preview Released]

Post by peewee_RotA »

I'd love to hear any more feedback. Thanks for trying it out.

I've got some Fighter stuff in the works that should give him some damage boosts. I think the death (purple) feedback is spot on. I'm going to prevent the chain spawning and make it a little slower. The mage tends to take the purple guys out pretty quick (except for centaurs) and the cleric does bonus damage to them, but the fighter just gets smashed from range in those cases. The secret level in Deathkings hub 1 gets flooded pretty quick and the fighter basically just has to run for it.

I think he should be resistant to the pushback of the big guys or something similar.

I don't think I'll get all the frames finished today, but I thought I'd give a preview of a fighter change I'm working on:
FMCEB0.png
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EDIT: I just realized that this may help, and maybe it's not clear in the gameplay. Death leaders only raise bodies. They can't summon if there are no bodies around. They also can't revive any kind of reiver (wraith) so a body can only be raised once.

The mage eventually gets the same spell, so he can dispose of those bodies. Maybe the cleric should be able to consecrate dead, corpse explode, or something else too. I was wondering if there was some turn undead or other typical D&D ability that would make sense.

I'm working on some way for the fighter to restore armor. In my heretic RPG the heathen class got an armor boost when he picked up a berserk powerup (it was much more arcade-like on purpose). Doom armor reduces damage big time, hexen not so much, but it would help.
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Vanille987
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Re: XRpg - Simple Hexen RPG mod [v1.2.1a preview Released]

Post by Vanille987 »

That definitely can help but my problems personally come from death leaders instantly reviving any corpse they walk on. So when you attempt to carve a path through monsters to a death leader you just get spammed instantly. Still a great idea for some more fun spells and prevention tho, the cleric uses flechettes in a poison gas way, that could maybe be a basis for him able to delete corpses? (like it makes them decompose instantly)
Another thing that could work is tuning down the strength of revived reivers. I usually burn through resources trying to kill a horde of them.

Nice sprites btw, I'm assuming you're using 3D?

Yeah, armor in hexen feels fairly weak. Still a skill that consistently allows you to restore armor could still reduce overall damage noticeable in the long run.

Btw, what's your heretic RPG mod? Would want to try that!
peewee_RotA
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Re: XRpg - Simple Hexen RPG mod [v1.2.1a preview Released]

Post by peewee_RotA »

I have fun doing them by hand. I tried to do 3d at one point and it felt like work. That morning star is getting a lot of attention right now
FMCEsample.png
Here's the Heretic RPG link. It adds 3 new classes and a handful of new weapons. It is meant to be fast paced and arcade-like.
viewtopic.php?f=43&t=72263
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Valherran
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Re: XRpg - Simple Hexen RPG mod [v1.2.1a preview Released]

Post by Valherran »

Some knockback resistance on the fighter would be ideal since he gets tilted all over the place in large fights. One thing I would really like to see is a hitbox system similar to what Brutal Doom does, and that doesn't have to be for every enemy, just the Slaughtaurs. When you get a whole pack of these guys spawning with extra stats, they take a long time to kill because they keep hiding behind their shields. If I could aim for their legs and still deal damage while they try to block, that would make their encounters far less annoying.

Armor is indeed a problem and nearly useless since it gets shredded off in moments as per usual. A simple bandaid for that til you come up with something better would be to have a armor piece drop by chance off of enemies by say 5%?

Another thing that would help with purple enemies is to have them channel the resurrection spell instead of it just instantly going off from a regular attack. That way you have a chance to stop them from from doing it. Also it would be good if they summoned them 1 at a time every other second and not the entire room of corpses at once.

One more thing that would help would be to improve the flechettes in some way, maybe have them scale in performance as you level up? In the later half of the game they fall off pretty hard with all the buffer enemy variants spawning in often. Some examples:

Fighter:
lvl 10: Increased throw distance.
lvl 20: Increased damage radius.
lvl 30: Increased damage, no self damage.

Cleric:
lvl 10: No self damage.
lvl 20: Increased radius.
lvl 30: Increased damage and duration.

Mage:
lvl 10: Increased damage.
lvl 20: No self damage.
lvl 30: Increased radius.
peewee_RotA
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Re: XRpg - Simple Hexen RPG mod [v1.2.1a preview Released]

Post by peewee_RotA »

Quick Preview
FRZRB0.png
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Vanille987
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Re: XRpg - Simple Hexen RPG mod [v1.2.1a preview Released]

Post by Vanille987 »

Looking gucci

Thanks for the link btw, completed heretic recently and looking forward to try mods for it!
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Crudux Cruo
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Re: XRpg - Simple Hexen RPG mod [v1.2.1a preview Released]

Post by Crudux Cruo »

Hey, i whipped this up from a sketchfab screen n layer real quick if you'd like a hand with spriting, for funsies.
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Valherran
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Re: XRpg - Simple Hexen RPG mod [v1.2.1a preview Released]

Post by Valherran »

Crudux Cruo wrote:Hey, i whipped this up from a sketchfab screen n layer real quick if you'd like a hand with spriting, for funsies.
That looks nice, but the handle looks too thin though.
peewee_RotA
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Re: XRpg - Simple Hexen RPG mod [v1.2.1a preview Released]

Post by peewee_RotA »

That's cool!

Hexen needs more weapon sprite resources! I am hoping to expand to new weapons as I go, so thanks for the sprite.

Right now I'm trying to cover the ettin and centaur/slaughtar
FSHLA0.png
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Valherran
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Re: XRpg - Simple Hexen RPG mod [v1.2.1a preview Released]

Post by Valherran »

Is the Fighter gonna be able to steal the enemy weapons? That's kinda the vibe I'm getting from this. heh
peewee_RotA
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Re: XRpg - Simple Hexen RPG mod [v1.2.1a preview Released]

Post by peewee_RotA »

Basically weapon drops. I want to expand it more, but it's fun in an RPG to find weapons.

Having success with using movement keys to trigger different attack states. So in testing I've got the axe swinging left and right based on your movement.

I think I can put together another preview build pretty soon. There won't be any runes yet, but the player has a lot more weapon options now if monsters drop the pickups.

I took a first whack at stopping the wraith summon issues. Got the number of bodies each time reduced. Need to fix the chain spawning next.
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Crudux Cruo
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Re: XRpg - Simple Hexen RPG mod [v1.2.1a preview Released]

Post by Crudux Cruo »

OH, i get it. you want to do all of the weapons from the monsters and have them as drops. That's an interesting idea! so you're looking for a recreation, gotcha. I like the sword and shield so far btw, looks pretty spot on.

@Val - it's something i yoinked and didn't edit because i didn't want to invest time in it if it wasn't like useful to the project or anything... a proof of concept.
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