[Discontinued][Heretic] Mage's Arsenal (beta 10)

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jpalomo
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[Discontinued][Heretic] Mage's Arsenal (beta 10)

Post by jpalomo »

This project is no longer in development. I may pick it back up again at a later date. Don't bump this thread; send me a private message if you have any questions regarding this project.

I got the idea to make weapons based off of the weapons in Metroid Prime. I started working on this in Doom. After a while, I realized that elemental attacks would fit better in a fantasy world like Heretic. This mod replaces all of the weapons with 4 elemental weapons. Each weapon has an alternate fire that shoots a homing missile at a slow speed, dealing moderate AoE damage. This attack is limited by your Mana supply (1 point per shot). You can also charge your primary attacks by holding the fire button (upgrade required).

Each weapon has their own pros and cons. All of them have nearly the same damage output, meaning no weapon will greatly shine above the others. The 4 weapons also have a charge combo attack that uses your limited Mana supply (each uses a different amount). You can activate it by holding both the fire and secondary fire buttons while the weapon is charged and you have the appropriate upgrade (and enough mana of course).

You can also use cool power-ups, like the grapple shot and double jump.
Spoiler: Old Images (does not reflect current version)
Here is a list of things I still want to do:
  • Maps. Most likely a hub connecting maps with an emphasis on exploration.
    Visual/audio way to see the weapons charging. I thought of using A_Quake, but it also makes it hard to aim.
    Weapon balance. I haven't exactly tested it completely, especially with multiplayer (deathmatch).
    A better way to do the Wave Buster attack. It currently uses a fast moving homing projectile. I need some ideas on this because I'm stumped.
    Better visuals. I need more appropriate projectile and pickup graphics.
    Better sounds
    Code cleanup
    A video showing gameplay
Downloads + Changelog:
Spoiler:
Requires a recent SVN of (G)ZDoom. Will not work with Skulltag/Zandronum for various reasons.


Welcome to any suggestions and feedback. This is my first major project.
Last edited by jpalomo on Sun Feb 02, 2014 8:01 am, edited 19 times in total.
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ShadesMaster
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Re: [WIP][Heretic] Mage's Arsenal (beta 1)

Post by ShadesMaster »

Script error, "Mages Arsenal (b1).pk3:decorate/wavestaff.txt" line 80:
Invalid state parameter acs_namedexecutealways


When I comment out that line I get the same error with any instance of acs_namedexecutealways but it only shows me one at a time, so eliminating 'em all is tedious cause I didn't make the mod lolz.

Cannot load in GZdoom nor Skulltag... I'm using ZGdoom version 1.5.6 (r1253)
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Tapwave
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Re: [WIP][Heretic] Mage's Arsenal (beta 1)

Post by Tapwave »

Get the lastest svn?
Your version doesn't have named scripts.
Gez
 
 
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Re: [WIP][Heretic] Mage's Arsenal (beta 1)

Post by Gez »

ShadesMaster wrote:I'm using ZGdoom version 1.5.6 (r1253)
Just FYI, GZDoom is currently at r1326. You'll need that version for anything involving [wiki]named scripts[/wiki].
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jpalomo
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Re: [WIP][Heretic] Mage's Arsenal (beta 2)

Post by jpalomo »

Currently working on changing some of the damage values for the attacks, as I feel they are currently underpowered (especially the wave staff). After some testing, I determined that it should be fine to put +ForceRadiusDMG on the ice spreader and super missile. You run out of ammo way before it kills the bosses. Expect an update sometime tomorrow.

I'm also thinking of adding a stun effect to the ice spreader using custom pain states for the monsters, but decreasing the damage it deals significantly. Feedback on that suggestion?
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jpalomo
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Re: [WIP][Heretic] Mage's Arsenal (beta 4)

Post by jpalomo »

Double post and a bump!?

Decided to continue working on this again because I didn't like where I left it. I've updated to a newer version that includes double jumping. I still have to update the images though, as they are out of date.
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twinkieman93
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Re: [WIP][Heretic] Mage's Arsenal (beta 4)

Post by twinkieman93 »

Eh... I kinda liked how it was just recolored elven wands. Cheap, yeah, sure, but it really spoke more to its inspiration and I thought that was pretty neat. :/
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jpalomo
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[WIP][Heretic] Mage's Arsenal (beta 5)

Post by jpalomo »

twinkieman93 wrote:Eh... I kinda liked how it was just recolored elven wands. Cheap, yeah, sure, but it really spoke more to its inspiration and I thought that was pretty neat. :/
I'm sure I could add it back in as an addon. All I did before was use TEXTURES to make the sprites.

Updated to beta 5. I think I'm almost ready to start mapping. There are a few more things I'd like to code in first, like a replacement for the torch and invulnerability.
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twinkieman93
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Re: [WIP][Heretic] Mage's Arsenal (beta 5)

Post by twinkieman93 »

Torch could be replaced (or modified, I suppose) to be able to be turned on and off whenever you like. You know. Like a visor. ;)
The invulnerability though? Maybe make it another upgrade, like screw attack? Screw attack tends to make you invulnerable the moment you get it. :P
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jpalomo
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Re: [WIP][Heretic] Mage's Arsenal (beta 6)

Post by jpalomo »

twinkieman93 wrote:Torch could be replaced (or modified, I suppose) to be able to be turned on and off whenever you like.
Added this in. Thanks for the suggestion.

See the first post for a new version. Lots of additions in this one. I even included a Doom Builder 2 configuration in case someone wants to make maps with this. Does anyone have any recommendations for Heretic texture packs? Preferably something in Heretic's palette.
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Springy
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Re: [WIP][Heretic] Mage's Arsenal (beta 6)

Post by Springy »

jpalomo wrote:
twinkieman93 wrote:Torch could be replaced (or modified, I suppose) to be able to be turned on and off whenever you like.
Added this in. Thanks for the suggestion.

See the first post for a new version. Lots of additions in this one. I even included a Doom Builder 2 configuration in case someone wants to make maps with this. Does anyone have any recommendations for Heretic texture packs? Preferably something in Heretic's palette.
Baker's Legacy I would highly recommend. EDIT: Here's the DL link I said, courtesy of Ghastly https://dl.dropbox.com/u/67411518/BAK_LEG.ZIP I would've recommended Hymn's as well if you wanted to add some ice textures and a few other neat edits. Also, looking pretty good! Can't believe I missed this. Will try it out soon.
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jpalomo
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Re: [WIP][Heretic] Mage's Arsenal (beta 8)

Post by jpalomo »

Thanks for the recommendations for the texture packs. I'll put them to good use.

Updated to beta 8. Separated the download for the Doom Builder 2 configuration. You don't need to unzip the file anymore.
Blue Shadow
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Re: [WIP][Heretic] Mage's Arsenal (beta 6)

Post by Blue Shadow »

jpalomo wrote:
twinkieman93 wrote:Torch could be replaced (or modified, I suppose) to be able to be turned on and off whenever you like.
Added this in. Thanks for the suggestion.
Toggleable torch is nice, but it'd be better to not have it last infinitely.
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jpalomo
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Re: [WIP][Heretic] Mage's Arsenal (beta 8)

Post by jpalomo »

Blue Shadow wrote:Toggleable torch is nice, but it'd be better to not have it last infinitely.
Done. Added in the next version. It lasts about 100 seconds, and can be refilled by picking up another torch.
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jpalomo
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Re: [WIP][Heretic] Mage's Arsenal (beta 9)

Post by jpalomo »

Updated the Doom Builder 2 configuration. I'll have a new version of the mod up shortly when I finish working out the issues I have with a new item that is being added.
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