It seems that the forces of hell have gotten wise to your use of guns, and now what passes for R&D in the bowels of the Netherworld has outfitted most all of the different types of demons with weapons. In a twist, you can’t pick them up after they’re dead; you have to telekinetically wrench them from the hands of your enemy while they’re still alive. In addition, ammo is far scarcer; once you empty a weapon, its best to throw it down, though you can have a small reserve supply of each type of ammo. You can build up your supply of reserve ammo by unloading the ammo from any weapon. Reloading draws ammo from your reserve, if any of that type has been obtained.
The player can choose from fighting with Human and Demon Weapons, or Powers, and each of these are leveled up by killing enemies and collecting the experience pickup that spawns. Killing an enemy with a weapon earns Weapon Experience, which can be freely spent to improve the proficiency of any weapon. Upgrading weapons can increase attributes such as accuracy, damage, or refire rate, or add a secondary fire mode to the weapon. These secondary fire modes consume ammo faster, but have special effects. Killing an enemy with a Power earns Power Experience, which can be used to acquire & develop new mental abilities.
Powers and weapons can be freely equipped to either hand, and the player can store up to 4 weapons on their person.
To equip weapons or Powers, tap Mouse 3 to open the selection menu, scroll through the list of currently obtained weapons and powers with the mouse wheel, then tap either the left or right mouse button to equip it to the corresponding hand.
New Controls:
R
Reload weapon with ammo from reserve (press & hold, then tap Left or Right Mouse button to reload the corresponding weapon. If only one weapon is currently equipped, you can simply tap R.)
F
Unload ammo from weapon into reserve (press & hold, then tap Left or Right Mouse button to unload the corresponding weapon. If only one weapon is currently equipped, you can simply tap F.)
Z
Toggles Alt Fire Mode on/off for the left-hand weapon
X
Drop weapon (press & hold, then tap Left or Right Mouse button to drop the corresponding weapon. If only one weapon is currently equipped, you can simply tap X.)
C
Toggles Alt Fire Mode on/off for the right-hand weapon
V
Open/close Weapon/Power Advancement menu
Left Mouse Button
-Attack with Power/weapon in left hand
-Use Alt Fire Mode for weapon in left hand (while corresponding Alt Fire Toggle is on)
-Equip weapon/Power to left hand (in Weapon/Power Selection menu)
-Add experience to selected weapon/Power (in Weapon/Power Advancement Menu)
Mouse Button 3
Open/close Weapon/Power Selection menu
Mouse Wheel
-Scroll cursor up/down in Weapon/Power Selection menu
-Scroll cursor up/down in Weapon/Power Advancement menu
-Increase/decrease magnification (in sniper scope view)
Right Mouse Button
-Attack with Power/weapon in right hand
-Use Alt Fire Mode for weapon in right hand (while corresponding Alt Fire Toggle is on)
-Equip weapon/Power to right hand (in Weapon/Power Selection menu)
Weapons:
Spoiler:
Human Weapons:
UAC "Hazer" Pistol
The Hazer is the UAC's standard-issue handgun and a 15-round clip. Decent accuracy, but middling damage.
Weapon Stats: Level Progression:
Rounds per Clip: 15 Level 1: Base Proficiency
Rounds per Clip (Alt. Fire Mode): 15 Level 2: Accuracy increased
Uses Ammo Type: S,Caliber Bullet Level 3: Burst Fire Mode unlocked
UAC “Majestic” Assault Rifle
The Majestic is an automatic rifle packing a large magazine and commendable stopping power. The grenade launcher obtained at level 3 fires grenades that bounce off walls. The grenades will automatically detonate if they hit an enemy, but otherwise they explode after seven seconds.
Rounds per Magazine: 45 Level 1: Base Proficiency
Rounds per Mag (Alt. Fire Mode): 10 Level 2: Improved accuracy while using sustained fire
Uses Ammo Type: L.Caliber Bullet Level 3: Grenade Launcher Fire Mode unlocked
UAC “Decimator” Rocket Launcher
Through countless revisions and improvements, the UAC has created a rocket launcher suitable for infantry use. The Guided Rocket fire mode plants a camera on the rocket before firing, allowing you to alter the rockets trajectory during flight by switching to the camera's view. Press attack again to detonate the rocket early. Being attacked while in camera view will cause you to lose control of the rocket.
Weapon Stats: Level Progression:
Rounds per Mag: 5 Level 1: Base Proficiency
Rounds per Mag (Alt. Fire Mode): 5 Level 2: Explosive damage & radius increase
Uses Ammo Type: Rocket Level 3: Guided Rocket Fire Mode unlocked
Demon Weapons:
Ripper Pistol:
Plasma pistol with a higher refire rate than the Hazer and a larger clip, but less damage per round. The Reflective Round Fire Mode fires rounds that bounce off walls, ceilings, & floors until they hit an enemy.
Weapon Stats: Level Progression:
Rounds per Clip: 25 Level 1: Base Proficiency
Rounds per Clip (Alt. Fire Mode): 15 Level 2: Accuracy increase
Uses Ammo Type: Plasma Level 3: Reflective Round Fire Mode unlocked
Hellfire Rifle:
This energy-based assault rifle has a slower rate of fire than the Majestic, but more powerful shots. The PlasMine Launcher fires explosives that stick to any surface or to an enemy, and then detonate when Attack is pressed again.
Weapon Stats: Level Progression:
Rounds per Magazine: 40 Level 1: Base Proficiency
Rounds per Mag (Alt. Fire Mode): 5 Level 2: Projectile speed increased
Uses Ammo Type: Fusion Level 3: PlasMine Fire Mode unlocked
Disruptor Spread Gun:
Noting the usefulness of shotguns, the hellspawn have made this energy-based alternative. The Sustained Blast creates tendrils of energy that hang in air temporarily, dealing continuous damage to anything caught in them.
Weapon Stats: Level Progression:
Rounds per Magazine: 25 Level 1: Base Proficiency
Rounds per Mag (Alt Fire Mode): 15 Level 2: Refire rate increased
Uses Ammo Type: Fusion Level 3: Sustained Blast Fire Mode unlocked
Mind’s Eye Sniper Rifle:
This weapon is a living thing consisting of a powerful optical array and a brain capable of telepathic communication with the user. The brain connects with yours, allowing you to see at greater distances with the optical array. Instead of firing bullets, the organism takes your thoughts and directs them at the enemy, violently and often fatally disrupting their bodily functions. The Mind's Eye alternate fire mode is its scope, and controls differ when using it. Press the appropriate Alt Fire Toggle to switch to scope view, and press it again to exit. Once the weapon reaches Level 2 or 3, you can use the mouse wheel to change magnification settings. Finally, press attack to fire. It should also be noted that the Mind's Eye uses unique ammo, and thus cannot be reloaded or unloaded.
Weapon Stats: Level Progression:
Rounds Per Magazine: 10 Level 1: Base Proficiency, 10x zoom
Rounds per Mag (Alt Fire Mode): N/A Level 2: Damage increased, 20x zoom added
Uses Ammo Type: N/A Level 3: Refire rate increased, 30x zoom added
Powers:
Powers make use of the Energy meter, which refills on its own. Attempting to use a Power without enough Energy will cause you to "white out". The Energy meter will refill more slowly if this occurs, and you won't be able to use Powers until the gauge is completely full. For most Powers, reaching Level 3 will earn you a powerful charged ability that uses up more Energy.
Spoiler:
Melee:
The one power that is always with you, Melee lets you deal with enemies with your bare fists. No energy is consumed for the Level 1 basic punch or 3-hit combo at Level 2, but at Level 3, you gain a Charge Punch that can turn smaller enemies into a pulp, at the cost of some of your Energy.
Level Progression:
Level 1: Base Proficiency
Level 2: Damage increase, 3-Hit Combo unlocked
Level 3: Attack speed increase, Charge Punch unlocked
Steal:
The most important power of the game, Steal lets you telekinetically rip weapons from your opponent's possession. The new weapon will appear in the hand opposite the one Steal is equipped to. If that hand is full, the weapon will appear in the hand Steal was equipped to. If the weapon is the same as one already equipped, the weapons ammo will be refilled. Finally, if the weapon is the same, and the ammo for the equipped weapon is full, the excess ammo will go to your reserve.
Level Progression:
Level 1: Base
Level 2: Steal distance increase
Level 3: Stealing stuns enemy
Shift:
Shift wraps you in a time displacement field, allowing you to dash at high speed across short distances. Press the button, and then tap a directional to execute a dash. Not only is Shift useful in dodging projectiles, the shield will damage and possibly stun enemies on contact; useful to interrupt an enemies charge sequence. At Level 3, Slow-Mo is unlocked. Stand still and press the button, then hold it until the icon flashes. Release and the speed of enemies & projectiles will be greatly reduced temporarily.
Level Progression:
Level 1: Base Proficiency
Level 2: Shift up to twice consecutively
Level 3: Shift up to thrice consecutively, Slow-Mo unlocked
Shield:
Shield allows you to create defensive barriers that can be held as you move, or placed. Your energy will continuously deplete while the shield is held, and if it is placed on the ground, you will focus your energy into the shield, meaning a chunk of your Energy meter will remain unfilled until the shield dissipates. Placed shields will dissipate after they thake a certain amount of damage At level 3, Aura Sphere is unlocked, a move which wraps the shield around you. Stand still & hold the button till the icon flashes, then release to create a shield that completely surrounds you and reflects most projectiles back at enemies.
Level Progression:
Level 1: Base Proficiency
Level 2: Energy drain down for held shields, up to 2 shields can be placed, placed shields last longer
Level 3: Up to 3 shields placed, Aura Sphere unlocked
Pulse:
Pulse fires energy blasts that will increase in range and damage as the Power levels up. At Level 3, Radial Pulse is unlocked. Stand still and hold the button until the icon flashes, then release to emit a field of energy all around you, damaging and stunning enemies.
Level Progression:
Level 1: Base Proficiency
Level 2: Range increase
Level 3: Damage increase, Radial Pulse unlocked
Freeze:
Super-condenses the air, creating ice shards that are then launched at enemies. If the shards hit a surface, they will split & bounce off. At level 3, Ice Tomb is unlocked. Press & hold the button until the icon flashes, then release to fire a larger ice crystal that can freeze enemies solid. If frozen, the enemy will explosively shatter moments later, damaging enemies close by. Larger enemies will take more crystals to freeze, but will deal more damage when they explode.
Level Progression:
Level 1: Base Proficiency
Level 2: Crystals spread into more fragments
Level 3: Ice Tomb unlocked
A game based on the TV show within the TV show "King of the Hill", "Los Dias y Las Noches de Monsignor Martinez". Featuring voice clips like "Vaya con dios". You can have "helper nuns", A-Team type enemies, etc....
My idea is to replace sprites images with windows stuff, like a soulsphere would be a picture of a .zip folder with the name "Soulsphere.zip" and when picked up the message is "DATA extracted"
Health, as you might of figured out, is DATA.
Health bonuses will be mini folder icons with "DATA" names, message "DATA recovered"
But i have one question, what program do i use to edit images, and where can i download it?
SAraisXenoQueen wrote:Simple, Redraw all the doom graphics from scratch into HD versions, looking more like detailed drawings than sprites
You know what would make an HD sprite replacement even better? Angle-correct "handedness", also 16 angles for everyone. A lot of work, but I think hi-res sprites would benefit from making the directions "hi-res" as well.
Cat:
Primary attack - claw swipe, standard melee attack, take about 3 or 4 to kill a dog
Secondary attack - pounce, when this attack is used the cat will hiss, then lunge forward through the air claws outstretched. Results in a 1-hit kill 50% of the time. Used to ambush dogs as there is a brief 'charge-up' while hissing before pouncing.
Other abilities - faster movement speed and higher jump height than dog, silent 'pawsteps'. Cats do not suffer falling damage. Cats have permanent night-vision (light-amp)
Dog:
Primary attack: Maul - basic melee attack, dog bites at cat, takes 2-3 hits to kill cat (this way dogs have upper hand in face-to-face brawls with cats, encouraging cats to use ambush tactics)
Secondary attack: Sniff - Holding button causes dogs nose to twitch, making loud sniffing noises apparent to other players. When in use dog moves slower. Temporary pawprint trails left by cats become visible to dog, allowing it to track the cats movements.
(wtf PS3 browser won't let me type any more in one post, so I need to double-post)
Dog
Other Abilities: Dogs are slightly slower than cats, have less jump height but are more resistant to damage. When moving makes light pitter-patter noises as pawsteps.
Both cat and dog players can heal by eating from food bowls placed in the level. These are finite.
Another idea is a Cat and Mouse thing. There is one cat, rest of players are mice (tiny, moves fast, dies in one hit. Has bite attack that's near useless on cat player unless they swarm it). Killing a mouse converts them into a cat (essentialy like Zombie Horde)
Camouflage system - there are separate classes being different colors, if your colors match like the textures you're near, you get partial to full invisibility.