[Hiatus] Cold Hard Cash 2
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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Re: [WIP] Cold Hard Cash 2 - HELP NEEDED. BADLY.
aaaaaaah this looks dope. I like the vending machine idea better than pulling up a menu just wherever (doesn't really make sense to have magically teleporting transactions in the middle of battle) although I wonder how replacing the weapons with vending machines would affect certain maps.
- wildweasel
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Re: [WIP] Cold Hard Cash 2 - HELP NEEDED. BADLY.
Oh, make no mistake, the fact that weapons aren't just lying around can and will ruin a good number of existing maps. I've toyed with the idea of also replacing powerups, and rarely medkits, with vending machines, but that'd knock the mod's playability ratio too far down to be worthwhile.SamuraiSTALIN wrote:aaaaaaah this looks dope. I like the vending machine idea better than pulling up a menu just wherever (doesn't really make sense to have magically teleporting transactions in the middle of battle) although I wonder how replacing the weapons with vending machines would affect certain maps.
- Slax
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Re: [WIP] Cold Hard Cash 2 - HELP NEEDED. BADLY.
So if I do that with 10HP remaining, will it cost me 8HP?
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Re: [WIP] Cold Hard Cash 2 - HELP NEEDED. BADLY.
You could mess with how the currency system works so waits between vending machines aren't so awful, or maybe do something like GunCaster where you can (kinda not really) adjust how much cash the enemies drop. I don't know how easy doing that is, of course. I can't code.wildweasel wrote:Oh, make no mistake, the fact that weapons aren't just lying around can and will ruin a good number of existing maps. I've toyed with the idea of also replacing powerups, and rarely medkits, with vending machines, but that'd knock the mod's playability ratio too far down to be worthwhile.SamuraiSTALIN wrote:aaaaaaah this looks dope. I like the vending machine idea better than pulling up a menu just wherever (doesn't really make sense to have magically teleporting transactions in the middle of battle) although I wonder how replacing the weapons with vending machines would affect certain maps.
- wildweasel
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Re: [WIP] Cold Hard Cash 2 - HELP NEEDED. BADLY.
Maybe I ought to reword that one then, if it's that unclear. That option will sap 80 health, and will refuse to work if you aren't healthy enough to do that.Slax wrote:So if I do that with 10HP remaining, will it cost me 8HP?
It's not so much that the player might not have enough money for something, as that there are plenty of maps where it's vital that health and powerup items take effect as soon as possible. For example, a map that teleports you into a room full of Arch-Viles, dropping you right on top of an Invulnerability sphere. The player will almost certainly die if they have to mess around with the shop menu to get the effect that would otherwise have been free.SamuraiSTALIN wrote:You could mess with how the currency system works so waits between vending machines aren't so awful, or maybe do something like GunCaster where you can (kinda not really) adjust how much cash the enemies drop. I don't know how easy doing that is, of course. I can't code.
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Re: [WIP] Cold Hard Cash 2 - HELP NEEDED. BADLY.
Oh! I was referring to weapon drops being spaced too far apart, or a vending machine blocking access to a certain part of the map.wildweasel wrote:It's not so much that the player might not have enough money for something, as that there are plenty of maps where it's vital that health and powerup items take effect as soon as possible. For example, a map that teleports you into a room full of Arch-Viles, dropping you right on top of an Invulnerability sphere. The player will almost certainly die if they have to mess around with the shop menu to get the effect that would otherwise have been free.
- wildweasel
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Re: [WIP] Cold Hard Cash 2 - HELP NEEDED. BADLY.
I find, for the most part, well designed maps have no problem offering weapons frequently enough that it isn't difficult to find a vending machine when it's needed. It does help, though, that monsters still drop (mild amounts of) ammo, and vending machines can also be destroyed if needed (though you can walk through them, too).
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Re: [WIP] Cold Hard Cash 2 - HELP NEEDED. BADLY.
Maybe you could have a difficulty mode for maps with few weapons/ weird balance.
also i really like the creepy style, looking forward to this.
also i really like the creepy style, looking forward to this.
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Re: [WIP] Cold Hard Cash 2 - HELP NEEDED. BADLY.
Ok, cool! That makes enough sense. Can't wait to see this! Your mods are always awesome.wildweasel wrote:I find, for the most part, well designed maps have no problem offering weapons frequently enough that it isn't difficult to find a vending machine when it's needed. It does help, though, that monsters still drop (mild amounts of) ammo, and vending machines can also be destroyed if needed (though you can walk through them, too).
- wildweasel
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Re: [WIP] Cold Hard Cash 2 - HELP NEEDED. BADLY.
Actually, one thing I did forget to mention is that when you start the game, you have a PDA in your inventory. Using this brings up a special shop menu where you can purchase "care packages" containing health or ammo. The caveat there is that buying ammo or health through care packages is far more expensive than buying it through vending machines, as well as the fact that you need to wait several seconds for your teleport beacon to receive your package.SamuraiSTALIN wrote:Ok, cool! That makes enough sense. Can't wait to see this! Your mods are always awesome.wildweasel wrote:I find, for the most part, well designed maps have no problem offering weapons frequently enough that it isn't difficult to find a vending machine when it's needed. It does help, though, that monsters still drop (mild amounts of) ammo, and vending machines can also be destroyed if needed (though you can walk through them, too).
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Re: [WIP] Cold Hard Cash 2 - HELP NEEDED. BADLY.
Can't wait to check it out, man. Thanks again!wildweasel wrote:Actually, one thing I did forget to mention is that when you start the game, you have a PDA in your inventory. Using this brings up a special shop menu where you can purchase "care packages" containing health or ammo. The caveat there is that buying ammo or health through care packages is far more expensive than buying it through vending machines, as well as the fact that you need to wait several seconds for your teleport beacon to receive your package.SamuraiSTALIN wrote:Ok, cool! That makes enough sense. Can't wait to see this! Your mods are always awesome.wildweasel wrote:I find, for the most part, well designed maps have no problem offering weapons frequently enough that it isn't difficult to find a vending machine when it's needed. It does help, though, that monsters still drop (mild amounts of) ammo, and vending machines can also be destroyed if needed (though you can walk through them, too).
Re: [WIP] Cold Hard Cash 2 - HELP NEEDED. BADLY.
I like what I've played so far. The weapons feel good; I played a bit of Doom 2 and by the 3rd level I was able to get some decent guns and not do too badly on ammo. Would it mess with the balance too much to add rare ammo/armor/weapon spawns? It'd be nice to have a really low chance of just finding the stuff itself, but find money most of the time. That way you'd be encouraged to really search out secret weapons and such beyond finding 3 of the same vending machine.
- doony
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Re: [WIP] Cold Hard Cash 2 - HELP NEEDED. BADLY.
you said alpha-quality material, but this is very great ! looking forward to see the next update, very very good, you are awesome Wild Weasel 

- wildweasel
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Re: [WIP] Cold Hard Cash 2 - HELP NEEDED. BADLY.
I would not call this anything more than Alpha until such time as I actually have everything implemented. As it stands, at least three of the vending machines have placeholder or non-working items, and only half the weapons even exist (let alone are even balanced).doony wrote:you said alpha-quality material, but this is very great ! looking forward to see the next update, very very good, you are awesome Wild Weasel
Re: [WIP] Cold Hard Cash 2 - HELP NEEDED. BADLY.
This looks fun, i'll be watching this one.