HQuest 2: Tides of Despair Demo
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- LilWhiteMouse
- Posts: 2270
- Joined: Tue Jul 15, 2003 7:00 pm
- Location: Maine, US
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I just want to clarify that ideas are not limited to the existing model. Weapons can be added too. The only weapon I've tried that I liked with him was a shield and lance, but the main player's weapon is a lance so I didn't want to use that.
I think I am going to use the wing shield idea though, if it'll pose.
I think I am going to use the wing shield idea though, if it'll pose.
- LilWhiteMouse
- Posts: 2270
- Joined: Tue Jul 15, 2003 7:00 pm
- Location: Maine, US
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http://home.midmaine.com/~lilwhitemo/HQuest2Demo.zip
RL issues have come up so I can't do any more work on this for a while. The feral griffon isn't in included, but afaik everything else up to the demo's end is, save the heretic player.
Just drag the zip onto ZDoom.
The main player is a Cerulean lance maiden. Cerulean's are worshipers of Monoceros, the unicorn demigod. Lance maidens are celibate fighters among the warrior caste. Their pure spirit allows them to wield the Alacorn lance like a magic sword. When socketed with charms, a lance maiden can channel her spirit through it with various effects. In it's basic form however, it is capable of piercing multiple enemies at once. Damage inflicted is dependant on the player's level. Damage will also reduce with each subsequent thrust.
When socketed, primary fire will remain the melee thrust, but altfire will attack with the socketed effect. The first charm available is Foul Decay. Any enemy that passes through the poison cloud will become plagued. A plagued enemy will have it's hp's reduced by half (only once), and take damage over a period of time. There are two other charms available in the demo. The lightning charm isn't available, but I *think* it's done, summon LightningGem to try it.
To (un)socket a weapon, you need to either go to the smithy, or use the charm directly if you have a socketing kit.
I'm sure most of you won't like the lance maiden, but I made her specifically for my enjoyment. It is my intent to allow use of the heretic at some point.
Shops are navigated with mouselook and primary fire, and text is also advanced with primary fire. Click on Buy/Recruit to toggle it to Sell/Dismiss in the item and mercenary screens respectively.
Once you have access to them, there are two repeating dungeons: forest, and mines. They have no relevance to the plot. They're just places you can go to fight.
RL issues have come up so I can't do any more work on this for a while. The feral griffon isn't in included, but afaik everything else up to the demo's end is, save the heretic player.
Just drag the zip onto ZDoom.
The main player is a Cerulean lance maiden. Cerulean's are worshipers of Monoceros, the unicorn demigod. Lance maidens are celibate fighters among the warrior caste. Their pure spirit allows them to wield the Alacorn lance like a magic sword. When socketed with charms, a lance maiden can channel her spirit through it with various effects. In it's basic form however, it is capable of piercing multiple enemies at once. Damage inflicted is dependant on the player's level. Damage will also reduce with each subsequent thrust.
When socketed, primary fire will remain the melee thrust, but altfire will attack with the socketed effect. The first charm available is Foul Decay. Any enemy that passes through the poison cloud will become plagued. A plagued enemy will have it's hp's reduced by half (only once), and take damage over a period of time. There are two other charms available in the demo. The lightning charm isn't available, but I *think* it's done, summon LightningGem to try it.
To (un)socket a weapon, you need to either go to the smithy, or use the charm directly if you have a socketing kit.
I'm sure most of you won't like the lance maiden, but I made her specifically for my enjoyment. It is my intent to allow use of the heretic at some point.
Shops are navigated with mouselook and primary fire, and text is also advanced with primary fire. Click on Buy/Recruit to toggle it to Sell/Dismiss in the item and mercenary screens respectively.
Once you have access to them, there are two repeating dungeons: forest, and mines. They have no relevance to the plot. They're just places you can go to fight.
- Osiris Kalev
- Posts: 290
- Joined: Sun Aug 20, 2006 11:06 pm
- Location: Australia, Elsewhere Within
- Contact:
Whoa. This is awesome. I never did play the first HQuest, but I'll get to playing that soon enough. The final part of the demo was pretty fun.
I did notice an exploit that I could have taken, that being the gate you unlock to complete the last mission can be jumped over, by jumping on the small space where the lock is and jumping over that part, therefore removing the need to get the key. Just thought I should point that out.
Anyways, I can't wait to see the full version!!
I did notice an exploit that I could have taken, that being the gate you unlock to complete the last mission can be jumped over, by jumping on the small space where the lock is and jumping over that part, therefore removing the need to get the key. Just thought I should point that out.
Anyways, I can't wait to see the full version!!
- TheDarkArchon
- Posts: 7656
- Joined: Sat Aug 07, 2004 5:14 am
- Location: Some cold place
- LilWhiteMouse
- Posts: 2270
- Joined: Tue Jul 15, 2003 7:00 pm
- Location: Maine, US
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Unfortunatly there's nothing I can do about it. I think someone put a feature request up some time ago concerning this, but nothing came out of it afaik.Eriance wrote:The up and down motion from moving did make me a little nauseated though, but i have a weak stomach. :D
It's meant to be. In the beginning of the game (the demo basically), you don't really need to change charms on the fly. Later on when it becomes necessary (due to elemental kills, ala the magma monster), you'll have enough gold to buy plenty of kits. You'll be able to find kits in areas that require them as well. About halfway through the game, I intend to make a secret quest that will let you socket charms without kits.TheDarkArchon wrote:The only major complaint I have is that the socketing kit is far too expensive for a one shot device.
That would be me. I remember suggesting it repeatedly with different approaches - one where the movebob value would be specified absolutely, the other where it would scale automatically according to the player's speed.I think someone put a feature request up some time ago concerning this
And you are right, nothing came out of it.
There is one work around, if you make your own .ini file you can specify what the movebob is. the -config parameter will load in any custom made .ini file and use it in place of the users. It would save a lot of us who don't play heretic very often the trouble of setting up a wsad style control system.LilWhiteMouse wrote:Unfortunatly there's nothing I can do about it. I think someone put a feature request up some time ago concerning this, but nothing came out of it afaik.
I think if .ini files could be loaded inside of zips that it would probably make a more feasible feature request than the ability to control it with scripting.
- LilWhiteMouse
- Posts: 2270
- Joined: Tue Jul 15, 2003 7:00 pm
- Location: Maine, US
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Changing the movebob would then make it look weird once you leveled up your speed to the default normal value.skadoomer wrote:if you make your own .ini file you can specify what the movebob is. the -config parameter will load in any custom made .ini file and use it in place of the users. It would save a lot of us who don't play heretic very often the trouble of setting up a wsad style control system.
Also, if I included an ini, it wouldn't be wsad. I'm left handed and use the numeric keypad for games.
I think it would be way too annoying for the end user if authors could dump their ini's right into their zips. The purpose behind the ini is really just to save the user's preferences between sessions, not to supply authors with a means of creating special effects.skadoomer wrote:I think if .ini files could be loaded inside of zips that it would probably make a more feasible feature request than the ability to control it with scripting.
And certainly, as just pointed out above, it really wouldn't work out in terms of getting other people's control schemes.
In your situation,an adjustable ACS property would work better. It would also make for some interesting effects (like consuming alcohol within the tavern makes your move bob extreme)
A flag would almost be a step backwards from user control because you want to be able to give the user the ability to make it fit the mod. For example, if someone where to make a decent II total conversion, they would want the movebob completely off because it wouldn't fit the mod. You might also want to have the movebob enhanced to extremes, like if the player is looking down a scope for a wwII mod.
edit: i've played through this and really enjoy this mod. The story and interaction actually have a flow with the action, unlike the stright ultra hardcore one map action i've seen from your mods in the past. Great work!
A flag would almost be a step backwards from user control because you want to be able to give the user the ability to make it fit the mod. For example, if someone where to make a decent II total conversion, they would want the movebob completely off because it wouldn't fit the mod. You might also want to have the movebob enhanced to extremes, like if the player is looking down a scope for a wwII mod.
edit: i've played through this and really enjoy this mod. The story and interaction actually have a flow with the action, unlike the stright ultra hardcore one map action i've seen from your mods in the past. Great work!
Last edited by skadoomer on Fri Apr 20, 2007 2:06 pm, edited 1 time in total.
- LilWhiteMouse
- Posts: 2270
- Joined: Tue Jul 15, 2003 7:00 pm
- Location: Maine, US
- Contact:
