HQuest 2: Tides of Despair Demo

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LilWhiteMouse
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Post by LilWhiteMouse »

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.
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Matt
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Post by Matt »

For some reason I keep thinking of arm-mounted blaster thingies or some Baron of Hell-like fireball. The griffon looks like it should be a very mobile unit and any external weapons bigger than a gauntlet seem like they'd only get in its way as it flies or closes in for the kill...
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HotWax
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Post by HotWax »

Blade Nightflame wrote:If they're like ordinary bird feathers, feathers will do SQUAT against swords, guns, BFG's, etc. . .
They're magical griffin feathers, though! :P
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LilWhiteMouse
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Post by LilWhiteMouse »

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.
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Amuscaria
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Post by Amuscaria »

Very cool stuff. The town was pretty massive. I'm still beating up spiders in the sewers, but I like it so far. The up and down motion from moving did make me a little nauseated though, but i have a weak stomach. :D
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Osiris Kalev
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Post by Osiris Kalev »

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!!
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TheDarkArchon
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Post by TheDarkArchon »

Very nicely done indeed. The only major complaint I have is that the socketing kit is far too expensive for a one shot device.

EDIT: Speaking of the original HQuest, where is it?
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LilWhiteMouse
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Post by LilWhiteMouse »

Eriance wrote:The up and down motion from moving did make me a little nauseated though, but i have a weak stomach. :D
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.
TheDarkArchon wrote:The only major complaint I have is that the socketing kit is far too expensive for a one shot device.
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.
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Nash
 
 
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Post by Nash »

I think someone put a feature request up some time ago concerning this
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.

And you are right, nothing came out of it. :(
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Post by skadoomer »

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.
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.

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.
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LilWhiteMouse
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Post by LilWhiteMouse »

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.
Changing the movebob would then make it look weird once you leveled up your speed to the default normal value.

Also, if I included an ini, it wouldn't be wsad. I'm left handed and use the numeric keypad for games.
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Zippy
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Post by Zippy »

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.
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.

And certainly, as just pointed out above, it really wouldn't work out in terms of getting other people's control schemes.
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Nash
 
 
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Post by Nash »

I think the best implementation would be to have a flag (on the player pawn, perhaps?) that would determine if movebob scales with the player's movement speed.
skadoomer
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Post by skadoomer »

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!
Last edited by skadoomer on Fri Apr 20, 2007 2:06 pm, edited 1 time in total.
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LilWhiteMouse
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Post by LilWhiteMouse »

skadoomer wrote:For example, if someone where to make a decent II total conversion
I read that, and thought "What's II?". Then it clicked you meant Descent. For that, we have the +WEAPON.DONTBOB flag.
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