Doom-Prime

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Re: Doom-Prime

Postby darkhaven3 » Mon Sep 30, 2013 9:43 am

The mod concept is nice, but if I can make one request, please super-duper never autoalign STARTAN ever again.
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Re: Doom-Prime

Postby MetroidJunkie » Tue Oct 01, 2013 9:48 am

darkhaven3 wrote:The mod concept is nice, but if I can make one request, please super-duper never autoalign STARTAN ever again.


What's the proper way to handle them?
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Re: Doom-Prime

Postby Deathskull » Wed Oct 02, 2013 2:21 am

Nice, I have two questions though:

1: How advanced will the bosses be? Will they make extensive usage of scripting? Even though MP series marketing campaign made it a point that the game was less combat orientated than most FPS games If I'm correct (I don't think they even used that term to describe it), the major bosses (and a whole load of minor ones, mostly in 2 and 3) were very advanced, especially for FPS bosses.

Will the bosses here be that complicated, or not?

2: Will there be a lot of background story found around the levels? I remember the MP series has a lot of background story that isn't necessary to proceed in the game, and some of it is very detailed.
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Re: Doom-Prime

Postby MetroidJunkie » Thu Oct 03, 2013 6:26 pm

Deathskull wrote:Nice, I have two questions though:

1: How advanced will the bosses be? Will they make extensive usage of scripting? Even though MP series marketing campaign made it a point that the game was less combat orientated than most FPS games If I'm correct (I don't think they even used that term to describe it), the major bosses (and a whole load of minor ones, mostly in 2 and 3) were very advanced, especially for FPS bosses.

Will the bosses here be that complicated, or not?

2: Will there be a lot of background story found around the levels? I remember the MP series has a lot of background story that isn't necessary to proceed in the game, and some of it is very detailed.


1) I asked about implementing weak spots and was told I could spawn collision boxes that position themselves with every frame so I could do something with that. Yeah, I do plan to give them some more complex attack patterns, certainly more complex than Vanilla Doom. Some bosses will have very obvious weak spots, like the Cyberdemon's exposed entrails.

2) I already have a sort of example of how I'd achieve that in the current video progress where there's a log about an imp making it through the teleporter and how, after losing 2 men, they just barely managed to get it back in. I was going to do things like that with a story presented through logs like on Metroid Prime. I was thinking I could use things like Doom 3, and someone suggested using the Doom Comic, for source material.
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Re: Doom-Prime

Postby ultimategamerxtreme » Sat Oct 05, 2013 5:06 pm

You're combining two of my favorite games into one.
That...is...AWESOME!
Good luck on making this project, mate!
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Re: Doom-Prime

Postby MetroidJunkie » Sun Nov 03, 2013 2:56 am

My laptop motherboard being fried put a hamper on the project. I managed to get Ubuntu 13.10 running On this Android but I'd need to find a way to compile Doom Builder or done other Zdoom capable editor for an ARMHF processor.

Thankfully, the hard drive was perfectly intact and I managed to pull the WAD file out of it. Anyone who wants to play the last version I managed to make will find it on the first page.
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Re: Doom-Prime

Postby brunocar » Sun Nov 03, 2013 7:07 pm

for being a demo is prety good, but buggy
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