[WIP] Rewards (Chests, Enemies Loot and Completionism)

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Morgul
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[WIP] Rewards (Chests, Enemies Loot and Completionism)

Post by Morgul »



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DOWNLOAD

When the mod is completed.
If someone want to help, especially with coding, you're welcome.

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FEATURES

- Random loot from chests [Mods Compatible] : There are four tiered chests, when the player completes 100% of the map, the RNG spawn one of those four tiered chest in front of the player.
- Enemies drop items [Mods Compatible] : The more health an enemy does have, the more chance to drop better items or more quantity.
- A four slot inventory to carry items with yourself [Mods Compatible] : The player start with a four slots space inventory, so you will not waste rarer drops, and there is a bit of inventory management too.

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HOW IT WORKS

Mods compatibility: Gameplay mods will be supported, so that every item, power-up and weapon that comes with every mod, will be in the loot pool of both monsters and chests. Monsters mod replacers will be supported too.

The chests: In every level, when the player picks 75% of the items and kills 75% of the enemies, and find at least half of the secrets, a computer map will be given to explore the map completely to help finding the hardest secrets, doing so you will be able to complete 100% of the map, allowing the chest to spawn. There are four tiered chests, from common to rare quality, the rarer the chest, the rarer the loot. [NOTE: If you find doubles of a drop/loot, you can carry it up to 8 times for common quality, 4 times for not common quality and 2 times for rare quality]

The random drops from enemies: Based on how much HP the enemies have, they drop various items (in a limited and balanced way) so that the player does have an extra reward for killing enemies, even the lesser ones.

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FUTURE IDEAS

Maybe an experience system that comes with a few stats and some special abilities, but at the moment the focus is on the above features (Every suggestion is welcome for any feature you have in mind !)

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THANKS


To Jason Perry for the chests sprites (http://finalbossblues.com/)
To Officer_D (https://www.moddb.com/members/officer-d) for his patience and permission to use DooM EXP as a resource (Check it out, it's an hidden diamond of a mod https://www.moddb.com/mods/doom-exp)
To Cherno (memberlist.php?mode=viewprofile&u=19439) for the zScripts of the random drops
Last edited by Morgul on Tue Oct 08, 2019 1:06 pm, edited 1 time in total.
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Gorec
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Re: [WIP] Rewards (Chests, Enemies Loot and Completionism)

Post by Gorec »

nice will use this when its done.can i store powerups like invul or invis?
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Morgul
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Re: [WIP] Rewards (Chests, Enemies Loot and Completionism)

Post by Morgul »

Gorec wrote:nice will use this when its done.can i store powerups like invul or invis?
Yes, but both are tier 4 power ups, so you can carry only one of them at a time
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Whoah
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Re: [WIP] Rewards (Chests, Enemies Loot and Completionism)

Post by Whoah »

This sounds badass! But as a suggestion, maybe have an option to configure how many of the secrets/kills need to be completed before a chest shows up, because secret hunting can be extremely tedious in larger maps.
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BradmanX
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Re: [WIP] Rewards (Chests, Enemies Loot and Completionism)

Post by BradmanX »

Sounds like it'll be a nice mod, but I definitely agree that being able to configure the requirements to have chests spawn would be a nice thing.
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YasuoProjectX
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Re: [WIP] Rewards (Chests, Enemies Loot and Completionism)

Post by YasuoProjectX »

why this reminds me of LoZ (Legend of Zelda) from picking any random chest by killing enemies and going to loot

Btw perfect mod tbh
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Morgul
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Re: [WIP] Rewards (Chests, Enemies Loot and Completionism)

Post by Morgul »

Whoah wrote:This sounds badass! But as a suggestion, maybe have an option to configure how many of the secrets/kills need to be completed before a chest shows up, because secret hunting can be extremely tedious in larger maps.
Configurations will be implemented when everything else it's finished, I'm trying to focusing as much as possible on the main features, then i'll add everything else (configuration of the mod it's important for me too)
YasuoProjectX wrote:why this reminds me of LoZ (Legend of Zelda) from picking any random chest by killing enemies and going to loot
Btw perfect mod tbh
Never played a Zelda game, maybe some day
Thank you, I'm glad about that
BradmanX wrote:Sounds like it'll be a nice mod, but I definitely agree that being able to configure the requirements to have chests spawn would be a nice thing.
Thanks !
As I previously stated, there will be a complete customization menu of every feature, after the main features are finished and polished
struukduuker
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Re: [WIP] Rewards (Chests, Enemies Loot and Completionism)

Post by struukduuker »

Bookmarked, doom exp is my fav mod out there. Can't wait to try this one out and mix it with different mods.
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namsan
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Re: [WIP] Rewards (Chests, Enemies Loot and Completionism)

Post by namsan »

looks fun
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openroadracer
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Re: [WIP] Rewards (Chests, Enemies Loot and Completionism)

Post by openroadracer »

Has development on this project been abandoned? Because I would have really enjoyed seeing this mod released.
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Morgul
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Re: [WIP] Rewards (Chests, Enemies Loot and Completionism)

Post by Morgul »

openroadracer wrote:Has development on this project been abandoned? Because I would have really enjoyed seeing this mod released.
As i wrote in the first post, I am very weak with programming and coding, and I'm learning slowly to being able eventually to develop the mod the way I stated
But if someone wants to help with the code, that would be an enormous help
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Zonky
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Re: [WIP] Rewards (Chests, Enemies Loot and Completionism)

Post by Zonky »

I'm happy to see this, looking forward to adding it to my RNG nightmare of a mod collection! :wub:
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Re: [WIP] Rewards (Chests, Enemies Loot and Completionism)

Post by Shatter-Thought[V-4] »

This mod looks very awesome! I'm looking forward to trying it out, as I had my own rough idea for this some time ago.

I would like to suggest one idea: a combo system that is SUPER fast, intended more for say multiple foes killed in very short order from a piercing or explosive weapon. If the player triggers this possibly invisible combo buildup sub-system, it triggers a one time reward for the player for the level.

Alternatively, it could be repeatable but it requires a stupidly high threshold, like killing 20 plus monsters in literally 1.5-2.5 seconds, so pretty much only triggering for juicy BFG-ish tactical as all that shots that obliterate a bunch of clustered monsters. Kind of perfect for slaughter maps.
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Re: [WIP] Rewards (Chests, Enemies Loot and Completionism)

Post by MutantMods »

Yo is this still being worked on? It seems like an insanely good idea! I can imagine using this with DRLA, Corruption Cards, & a random map generator like Obsidian. Would be a blast!
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Re: [WIP] Rewards (Chests, Enemies Loot and Completionism)

Post by Caligari87 »

Last author update was 4 years ago. Moving to abandoned. @Morgul you can request it be reopened later if you want.

8-)

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