DoomGuy II - Difficulty Test Ready
- chronoteeth
- Posts: 2664
- Joined: Wed Sep 08, 2004 1:29 pm
- Preferred Pronouns: It/Its
Well, took a break today to assemble the custom hud elements. Take a look:
Spoiler:Here's the info:
- * Only displays weapons you have obtained (weapons you don't have are omitted)
* Currently selected weapon's ammo is in gold (and has that little half box around it). Weapons which are low in ammo (<= 25) have the amount displayed in red instead of green
* The display is pretty small and doesn't get in the way.
* It's togglable with one button. If you don't like it you can leave it off and only turn it on when you want to check your ammo by just tapping the button once. Tap again to turn it off.
* Keeps up to date in the middle of play as ammo is spent/obtained
* No noticable slowing effect on gameplay whatsoever
Actually, at one point I was considering making the Soulsphere a weapon item that takes up slot10. That way the player would be forced to switch to it and then use it, which adds a bit more risk to the whole thing. However, at this point that idea has pretty much just become a leftover note in a text file. I don't believe I'll do it like that. Soulspheres are probably going to stay the regular pickups they are. I suppose I may make them an inventory item. If I did do the inventory item though, I'd probably have it show up in the custom hud stuff, so it wouldn't get in the way of status bar face.
On that note, I was considering Item1/2/3 (like in MegaMan 2) inventory items also, but have decided against these for the time being as well. I don't think I have enough reason to put them in, and I'm against throwing things in just because.
On that note, I was considering Item1/2/3 (like in MegaMan 2) inventory items also, but have decided against these for the time being as well. I don't think I have enough reason to put them in, and I'm against throwing things in just because.
