So, I'm going to kick out an update for MetaDoom in a couple of days. This makes a few sizeable changes under the hood, but most of it (barring some nice cosmetic tweaks and one or two balance changes) should be invisible to players outside of maybe running a little better. Now I have to start thinking seriously about what the future holds, both for MetaDoom and for my Doom modding in general.
Nevander's about to kick out
his Doom 64 conversion, so odds are I'll take a little time off from MetaDoom to "vanilla-fy" it and make it gameplay mod-compliant,
like I did with PSX Doom TC a while back. After that, though, there are a few things I want to tackle with MetaDoom in the future:
THE BFG: On the surface, if you only play in single-player, the BFG is fine. That's a pretty big if, however - while GZDoom's netcode situation could be politely described as "butt", it very likely won't stay that way forever. And in multiplayer, the BFG is a mess - the beams don't shoot out at hostile players, and the points rewarded by the beam attacks killing monsters are only rewarded to player one. A lot of the code for this attack was "borrowed" from Xaser's Argent mod before it underwent its ZScript-ification, so if I want to get to the root of the problem, I'll have to rewrite - and rethink - large swathes of it.
Also, the altfire is kind of crap, too, but that's all on me. I can handle that.
THE SPIDER DEMON: The Spider Demon is a difficult monster to work with and design for. I have a design written up for new moves and abilities intended to make it more appropriate as a final boss, and a big pile of sounds taken from Doom 4 and ready for additional manipulation... but this leaves a big, art-shaped hole in my plans. The Spider Demon doesn't have a lot of good alternate sprite sets out there, partly due to it not appearing in as many games as the other bosses, but mostly because of it being so fucking enormous, and that size makes it difficult to hit up artists to help me with a new sprite set. In addition, the new moves I have planned will require new frames, increasing the load.
There are a number of ways to go ahead with this, and few of them are ideal. Currently I'm leaning towards cutting down my plans and working with what I have, focusing on delivering the core of the idea using some loose-n-crappy modifications of the default Doom sprites... it'd be a bit disappointing, but I can extend and improve it further later.
Alternatively, I could poorly resize and recolour the Doom 64 Arachnotron and glue a skull to its face... ehhh, actually, nevermind.
TRITES: Trites are an interesting challenge. They're iconic to the Doom 3 experience, but they don't really fit well into Doom 2's bestiary anywhere, and their Headcrab-esque gameplay design is a trope that I've personally never been huge on. I'd like to redesign their gameplay to use the ceiling-walking trick from Strife's spider-bot, which will be a lot easier now that ZScript is a thing! As to what they'd replace, I'm learning towards making them weak and having a Spectre spawn generate 3-4, which will have its own problems with spawning inside walls etc. that will need to be dealt with.
I might also make them togglable, just for the arachnophobia peeps out there. I mean, why not, right?
MORE MONSTER VARIANTS: Clearly, my job here is not finished. I'd like to address a couple that have been on my mind recently...
- Arch-Vile: Obviously, the key "get" here is the Doom 4 Summoner. I have a gameplay design hashed out for this guy, involving the Imp Lord's teleportation trick and summoning hordes of weak melee Zombies, but I've yet to piece together sprites for it. I have a very clear idea in my head of what I want to do, I just haven't gotten around to properly executing it yet.
- Mancubus: There are two key variants I want to do here - the Doom 64 Manc (which I will probably name the Druj after one of the Doom 2 RPG variants) and the Doom 4 Cyber-Manc. These two monsters have the polar opposite problems - the Druj has sprites but no gameplay design, and the Cyber has gameplay design but no sprites. I'll have to talk to people and see what I can figure out.
PLAYER GENDER: This is something a friend of mine has requested, and with the presence of Crash in Q3A and Major Morgan from Doom 2 RPG, it's totally canon. I have some ideas on how to do this, at least as far as player sounds and HUD face (which may or may not take some inventory item hackery depending on what Graf's ZScript status bars can do). Changing anything else would probably require Gross Hacks™, or at least, way more art editing than I'm prepared to do.
If I do this though, I'd at least like to also accommodate the "other" gender option in player info, just for consistency's sake. Quake 2 (and parts of the ZDoom source code) accommodate this with a bulky-ass cyborg option - a HUD face for this mode would be tricky, but sound effects will be cake. As to what resources to use, I'll probably try and get permission to use Xaser's female hud face from Psychic (sans shades, of course), since it's in the same visual style as the standard Doomguy face and would require minimal massaging to look right. For the cyborg HUD face... I dunno, Hayden's head from Doom 4, maybe?
THE FUTURE: At least on the surface, at a noise-being-made level, MetaDoom is probably one of the less successful of my Big Mods, as you could probably tell by my complete failure to hide how disgruntled I am about it. I think, ultimately, it's due to the mod being comparatively straight-faced and adhering to the standard Doom gameplay in comparison to Reelism's arcade crazytown. Releasing in the wake of the D4D juggernaut probably didn't help much, either.
This isn't to say I'm
disappointed with the mod - far from it, I'm super-proud of what I've accomplished - but as a creature that thrives off feedback, it's kind of difficult to shake the feeling of shouting into the void. And with that feeling comes thoughts of veering off and working on a different mod concept I've been massaging for a while. Something akin to a modern take on Cory Whittle's community-defining work blended with the casual insanity of the BUILD engine's games. However, while an attitude and feel is clearly present, the entire rest of the mod concept is still very nebulous, and ultimately all I have to show for it right now is a catchy name and an elevator pitch that changes every other week.
GZDoom has changed dramatically since MetaDoom was first announced last July, and it's continuing to evolve and expand and grow hair in gross places. Ultimately, I'm going to keep The Next Thing on hold as the next generation engine feature set formulates, and continue to work on MetaDoom, using it as something of an R&D lab for new features of possible relevance. We're entering a strange new world, and I want to make sure I'm well-equipped for it. Or at least, so I know just how fucked I am without actual programmers backing my illiterate ass up. Either/Or, really.