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Dr_Cosmobyte wrote: ↑Mon Mar 13, 2023 4:32 am
Sometimes, when coming across backpacks, you might find a blue box filled with tools, just like this one...
Thanks for telling me. I was wondering when I'd find them, but I guess my map-pack (DBP37) is just stingy with the backpacks in the first few levels EDIT BECAUSE I DON'T KNOW IF DOUBLE POSTING IS ALLOWED:
Is there much of a point of using Stella Gibson's (Upgraded) Shotgun over her Super Shotgun? They seem pretty similar in form and function, just the upgraded shotgun being automatic and the SSG having a larger clip. They even fire at the same rate. Same thing with the upgraded assault rifle and the machine gun
Also, i really didn't realize they fired at the same rate, i might make the spas slower a few ticks and speed the SSG a few ticks, just so the player can still have reasons to use both, as the SPAS has more accuracy, and the Striker is a baron piler.
The upgraded assault rifle... i kinda regret giving it a 2-tic fire rate. But now that's sealed, so there is no turning back. But the upgraded AK ends up being better than the MG34, because it has less recoil, no pushback, more damage and more accuracy. The advantage of the MG34 ends up being the high capacity and ammo control, as you end up wasting more ammo on the ak by accident.
The normal AK, on the other hand is 1 point weaker than the MG34, so the MG34 ends up being a better supressing weapon until you find an upgrade kit.
And i'm going to take this double post for a particular reason.
Now that i released the new class and fixed (some) of the many things i need to, we got to a safe spot. People can do playthroughs of it and i won't have a "damn, had just he waited three days i would post a better build!" feeling.
I still have plans for Aracnocide, and i'm going to share some of them, because maybe that can shed some light and somebody can come with useful advices for the mod whenever i start working full time on it again:
Spoiler: Plans for the future
- Fix some bugs and graphical inconsistencies i forgot from previous versions;
- Create a section on how to upgrade weapons in the game; - Create the 11th upgrade for each class (as a way of having 25 weapons, filling 200 in total, and finally giving Simon an Ultimate upgrade); - Adding in the Dog companion that is inside the files, but not yet implemented;
- Convert everything to ZScript (as a way to organize code, remove bloat, implementing new functions and adapt the mod to new things i learn by);
- Implement Nash's PDA system (to give the mod some insight on its mechanics, add the hidden weapon lore that only people inside the pk3 can see,
and use the HUD weapon display as a model for visualization, as well as extra lore information, Lithium-style);
- With the PDA implemented, rework the HUD from the ground, with the idea of giving each character its own version of the HUD based on a theme.
- Create unique inventory items with different functions to spice the gameplay, such as speed and damage boosts, permanent stat increases or unique armors;
- Add a completionist system (all monsters killed, all secrets found...), because i kinda miss it when playing.;
I think that's my vision of the mod for the future. Hope you all approve it as well.
Peace.
Last edited by Dr_Cosmobyte on Sun Mar 26, 2023 9:20 pm, edited 2 times in total.
- Create the 11th weapon for each class (as a way of having 25 weapons, filling 200 in total, and finally giving Simon an Ultimate upgrade);
Oh please, bring back the Plasma Rifle from the old versions. If you probably add a class that relies on Energy weapons (Lasers, Plasma and Gauss, being playing Fallout alot) and it will the 2nd female class after Stella (Name's probably Aya Valentine as a shout out to the Playstation era action women)
skyrish10 wrote: ↑Thu Mar 16, 2023 12:31 amOh please, bring back the Plasma Rifle from the old versions. If you probably add a class that relies on Energy weapons (Lasers, Plasma and Gauss, being playing Fallout alot) and it will the 2nd female class after Stella (Name's probably Aya Valentine as a shout out to the Playstation era action women)
They were nice back in the day, but i cannot make a class that depends on only one type of ammo, because that would be unbalanced and would probably lock the gameplay somewhere (not to mention, imagine the work I would have to make the class depending ammo spawners adapt to that).
Dr_Cosmobyte wrote: ↑Thu Mar 16, 2023 4:24 amThey were nice back in the day, but i cannot make a class that depends on only one type of ammo, because that would be unbalanced and would probably lock the gameplay somewhere (not to mention, imagine the work I would have to make the class depending ammo spawners adapt to that).
You could do it Star Wars DooM-style, where the weapons all use different types of power packs despite all being energy weapons.
That would require me to create an entire category for the ammo which surrounds a single class... i mean, i can't do it. I wouldn't even know how to make different pickup messages for each pickup.
I'm following that road map for now, who knows what the future has.
Dr_Cosmobyte wrote: ↑Thu Mar 16, 2023 4:40 pmThat would require me to create an entire category for the ammo which surrounds a single class... i mean, i can't do it. I wouldn't even know how to make different pickup messages for each pickup.
I'm following that road map for now, who knows what the future has.
That's the thing, though: You DON'T need to make pickup messages for them, just sprites. They'll work just like every other character's ammo pickups.
They're just power capacitors of various shapes and designs made to replace the appearances of the regular ammo pickups anyone else would use. Then, make a weapon set that exclusively uses energy weapons - especially projectile-based - and you'll have it made.
Yes, the 11th upgrade will be just a way of putting some ideas that were left out and giving Simon his Ultimate upgrade. The way his arsenal is now, I'd probably give him either a pair of taser pistols, a pair of full auto glocks (which is kinda redundant since we have the dual Tec-9s) or enhance his assault rifle a second time (remembering that the "ultimate" is the upgrade of an existing upgrade).
Did multiple playthrough with this weapon pack and holy crap!! The replayability of this mod is so high. Let me summarize each characters that i've played in the past imo based on my experiences:
Spoiler:
Blake Kliessen: I am getting a RTCW vibe from him, but he's decent to play with.
Derrick Wolfe: He feels like he belong on Plutonia when he's the only survival beside Doomguy himself. His explosive crossbow is satisfying to use.
Marion Callahan: If i were to describe his character, he's like a lost Syphon Filter character or perhaps some other games where you play as an agent trying to stop terrorists. Tip: with land mines, if you know you gonna be ambushed, make sure you put in the right spot.
Stella Gibson: She's like a mix between Chris and Claire Redfield in Resident Evil series in term of the weapons. Maybe a little bit of Leon also Aya from Parasite Eve. I get where that sparkshot comes from.
Simon Keasey: Out of all the characters, he's pretty creative with his arsenal of what can he do to against his foes. Also a big fan of metal myself too! (my favorite)
Mikhail Kalivhev: Soviet era with modern-era Russia weapons. He remind of S.T.A.L.K.E.R or Metro series. I love how unique the Venom gun is.
Luc Williams: Alot of Aliens vibe from him especially the iconic pulse rifle and Smart gun. He's fun to use when I pair it with xenomorph madness. Even Terminator enemies goes well with it.
Dutch Myers: Some of his weapons remind me of COD Black ops and Cold War then MW3 on top of that, but most are small arms and Dutch is showing that small arms can be just as powerful as big arms. Riot shield is handy when you're surrounded by hitscan and projectiles.
Death_Ripper666 wrote: ↑Sun Mar 19, 2023 11:49 pm
Did multiple playthrough with this weapon pack and holy crap!! The replayability of this mod is so high. Let me summarize each characters that i've played in the past imo based on my experiences:
Spoiler:
Blake Kliessen: I am getting a RTCW vibe from him, but he's decent to play with.
Derrick Wolfe: He feels like he belong on Plutonia when he's the only survival beside Doomguy himself. His explosive crossbow is satisfying to use.
Marion Callahan: If i were to describe his character, he's like a lost Syphon Filter character or perhaps some other games where you play as an agent trying to stop terrorists. Tip: with land mines, if you know you gonna be ambushed, make sure you put in the right spot.
Stella Gibson: She's like a mix between Chris and Claire Redfield in Resident Evil series in term of the weapons. Maybe a little bit of Leon also Aya from Parasite Eve. I get where that sparkshot comes from.
Simon Keasey: Out of all the characters, he's pretty creative with his arsenal of what can he do to against his foes. Also a big fan of metal myself too! (my favorite)
Mikhail Kalivhev: Soviet era with modern-era Russia weapons. He remind of S.T.A.L.K.E.R or Metro series. I love how unique the Venom gun is.
Luc Williams: Alot of Aliens vibe from him especially the iconic pulse rifle and Smart gun. He's fun to use when I pair it with xenomorph madness. Even Terminator enemies goes well with it.
Dutch Myers: Some of his weapons remind me of COD Black ops and Cold War then MW3 on top of that, but most are small arms and Dutch is showing that small arms can be just as powerful as big arms. Riot shield is handy when you're surrounded by hitscan and projectiles.
Well thanks a lot! The sprites of the 11th upgrades for each class are done, so for the next update you can expect even more weapons!