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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
Beta 10 2/10/2013 - Added the Grapple Shot (thanks Ijon Tichy). It has 2 functions. It can pull enemies towards you, and it can pull you to non-bleeding shootable actors. Added a grapple spot to fill that purpose. Gave the Iron Lich and Pod 'blood' so that you don't get pulled to where they once were. You can disconnect from being grappled by either shooting it again, or pressing the jump key.
Spoiler: Old Downloads
Doom Builder 2 configuration - version 1 (updated 1/14/2013) Beta 9 1/27/2013 - Made the Power Staff undroppable. The torch now has a limited time of 100 seconds, and can still be toggled. Pick up another torch to refill it. Made most monster movement smoother (all non boss monsters), and changed the speed of a few of them. Fixed the weapon bobbing and added a smooth style (I forgot to remove WRF_NOBOB when I released the first beta.)
Beta 8 1/23/2013 - Put the Doom Builder 2 configuration in a separate download. More bug fixing. Also changed the name of the library from "scripts" to "MA_LIB", to avoid conflicts and confusion.
Beta 7 1/20/2013 - UNZIP THIS FILE. Fixed a few oversights on my part. Egg bomb now will deal 10 damage to enemy players instead of just knocking them in the air. Removed the torch icon in the upper right corner while using the torch.
Beta 6 1/14/2013 - UNZIP THIS FILE. Replaced all monsters and made them drop mana/health/bombs upon death (chance varies by monster). Added monster spawners so monsters respawn when you leave the area and come back later. Double Jump upgrade no longer replaces wings of wrath (to keep compatibility with Heretic maps). Added 4 new items that make you immune to certain damage types (nothing over powered, mostly environmental stuff). Added a toggle-able torch. Re-added KEYCONF with 2 key bindings defined (check controls menu). Added 2 more health pickups. Added new graphics for Power Staff. Thanks osjclatchford. Includes a Doom Builder 2 configuration.
Beta 5 12/27/2012 - Lots of additions. The player can now transform into a chicken to fit into smaller areas. Included 2 weapons for the chicken. Both are bomb like, one requires ammo. Added a charge beam upgrade. Added health, mana, and bomb expansions. Tweaked the double jump code to only work with the human form.
Beta 4 12/22/2012 - Been a while since I updated this. Added a double jump upgrade that replaces the Wings of Wrath. Activate simply by pressing jump while in mid-air. Also changed around the graphics and names of 2 of the weapons. Got rid of KEYCONF.
Beta 3 3/30/2012 - Lots of weapon buffs. Increased area and damage of both the missile and super missile. Buffed the wave staff damage significantly. Buffed charged fire staff attack. Gave ice spreader and super missile +ForceRadiusDMG.
Beta 2 3/29/2012 - Gave the Missile +ForceRadiusDMG so it is more effective against bosses. The other explosives are still useless (Ice spreader and super missile), as they do no damage to bosses.
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)
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?
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.
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. :/
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.
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.
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.
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.
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.