BioNova v2.0 Genesis Update (ABANDONDED)

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Fabysk
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BioNova v2.0 Genesis Update (ABANDONDED)

Post by Fabysk »



BioNova has ceased development. No future updates will be made available
Spoiler: Reasoning
Description
BioNova is a round-based survival mod where up to 4 players must survive against waves of mutants.

Gameplay
Players progress through maps in order to strengthen themselves with new gear. Stay within the Safe Zone to survive. Players can go out of the Safe Zone, but not for too long as the player starts taking damage.

Weapons
A wide variety of weapons can be accessed ranging from Sub Machineguns, Assault Rifles, Light Machine Guns, and Shotguns. There are 3 different weapon categories:
Standard - These are unchanged weapons. Self explanatory.
Gold - These weapons have an additional damage buff to them, but their ammo can not be replenished. They can also accept weapon mods.
Ultimate - These weapons deal very high or up to infinite damage. They also can not have their ammo replenished and have limited ammo stock so utilizing them properly is key to survive in tight situations. Ultimate weapons do not take weapon mods, but this may change in the future.

Some weapons can be accessed through Hologram Stands scattered across the maps. You can also use your luck on the Random Weapon Machine which cycles through every weapons on the map. Time your interaction correctly and you may get the weapon you want.

Stim Shots
Stim Shots provide additional help to survive. Each Stim Shot has their own unique effects and can be upgraded to boost their effects. Only 3 can be used in each match and can be set to different slots that correspond with their respective Stim Shot Machine in the map.
Spoiler: Stim Shot List
More Stim Shots will be available through title updates.

Jolts
Jolts is the currency system used in BioNova. Jolts are used to purchase weapons, Stim Shots, and to access new areas. A maximum of 6 Jolts can be acquired. Jolts are acquired by damaging and killing enemies which charges up your Jolts Energy Counter. When that energy reaches 100%, you will receive 1 Jolt and the Jolts Energy Counter reset back to 0% allowing you to recharge it again. You can also get 1 Jolt by completing a round.

Player Classes
Players can choose between different classes each with their own abilities that serve different play styles. Each class has 2 abilities: Equipment which requires a cooldown to use again and a Special Ability that needs kills in order to charge up and use.
Spoiler: Player Class List
More Player Classes will be available through title updates

Match Customization
This is nothing too big. Players can choose which map they want to play on as well as setting a round limit that can be set at a minimum of 10 rounds up to 100 rounds. Players can also remove the round limit to make their match endless.
Once loading into the map, players are able to customize their loadouts with choosing a Player Class, starting weapon, and 3 Stim Shots.
  • Easy: Slower enemies with less health and damage. Outside Safe Zone damage is low. Enemy spawn frequency is slow. Fewer enemies spawn in each round.
  • Normal: Regular enemies with moderate health and damage. Outside Safe Zone damage is moderate. Enemy spawn frequency is normal. Enemies spawn in each round not so fast, but not so slow.
  • Hard: Faster enemies with more health and damage. Outside Safe Zone damage is high. Enemy spawn frequency is fast. More enemies spawn in each round.
Gameplay Video

Click Here To Download BioNova v2.0 Genesis Update
Spoiler: Credits
Patch Notes (Google Docs Page)
Version 2.0 Genesis Update Patch Notes
Version 1.2 Epoch Update Patch Notes
Version 1.1 Patch Notes
Last edited by Fabysk on Tue Apr 04, 2023 2:45 pm, edited 7 times in total.
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Captain J
 
 
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Re: BioNova (Work in Progress)

Post by Captain J »

This reminds me a lot of Killing Floor, in a good way! I love the detail on the maps and weapon sprites. Looking forward into it.
64palm
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Re: BioNova (Work in Progress)

Post by 64palm »

good to see someone make a round based survival mod
looks like challenging
Fabysk
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Re: BioNova (Work in Progress)

Post by Fabysk »

Updating the design of one of the maps. Looks more dirty than clean this time.
Spoiler: Screenshots
Fabysk
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Re: BioNova (Work in Progress)

Post by Fabysk »

Update on BioNova

The mod is playable, but I am still making some adjustments here and there before releasing as well as bug fixing for single player and especially multiplayer.

I have added a new feature called Weapon Modifications. Weapon mods can be applied to certain weapons to give them an additional buff to them. Only 1 can be applied to said weapon.
Spoiler: Weapon Modifications List
When purchasing a weapon mod, it will be applied to your weapon and other weapons in your inventory. Weapon mods are also kept in your inventory so in case if you trade a weapon for another that does not accept that weapon mod, the weapon mod will not be taken away. Instead, it will be applied to the next weapon that accepts it.
Weapon mods can also be refunded in which case will remove the weapon mod from all weapons in your inventory that accept it.

Weapons now have 3 different classifications: Standard, Gold, and Ultimate
Spoiler: Classification Descriptions List
BioNova is set to release in the coming weeks. I will have a new video up to showcase what is new soon :)
Fabysk
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Re: BioNova v1.0 (Release)

Post by Fabysk »

BioNova is now available for download! Check the bottom of the first post on this thread for the download link. Updated gameplay video is also visible.
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chronoteeth
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Re: BioNova v1.0 (Release)

Post by chronoteeth »

the theming reminds me of the old mod biovite
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That0neBr075
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Re: BioNova v1.0 (Release)

Post by That0neBr075 »

Neat mod! Guns feel nice, and environments are nice n detailed.
However, the way zombie spawning is handled kinda lowers the overall quality of the mod imo. Due to the fact they teleport in near or around the player instead of entering the map via pre-positioned entry points leads to situations where you're strafing around or trying to hold out in a specific spot, and then a zombie teleports right next to you and immediately slaps you before you can even react, which for me lead to a cheap death as a zombie spawned directly behind me and killed me on a later wave. Idk how hard it is to code, but the player should probably have a somewhat wide radius around them where zombies can't spawn, in order to prevent what sometimes feels like unavoidable damage.
Besides that, everything else feels pretty polished! Would def recommend playing.
Fabysk
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Re: BioNova v1.0 (Release)

Post by Fabysk »

That0neBr075 wrote: However, the way zombie spawning is handled kinda lowers the overall quality of the mod imo. Due to the fact they teleport in near or around the player instead of entering the map via pre-positioned entry points leads to situations where you're strafing around or trying to hold out in a specific spot, and then a zombie teleports right next to you and immediately slaps you before you can even react, which for me lead to a cheap death as a zombie spawned directly behind me and killed me on a later wave.
This is actually something that I have been looking into fixing. I have had different methods of making this work, but it lead to the spawn mechanic to not work properly. The enemy spawn system seen in the mod was somewhat easy to code, but the methods of getting the enemy spawner to stay away from the player was difficult and even worse when playing with others. This fix is something I am looking into for the next update.
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Captain J
 
 
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Re: BioNova v1.0 (Release)

Post by Captain J »

So i gave it a try and gotta say, this mod's fine and even addicting to play! Tho it might need more enemy variants, more areas on each map to unlock and maybe more weapons. This is sucha nice mod.


Also this glitch happened: The spawner got stuck near the fence and enemies kept spawning in the same spot.

Happened in 2nd map btw.
Fabysk
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Re: BioNova v1.0 (Release)

Post by Fabysk »

Captain J wrote:So i gave it a try and gotta say, this mod's fine and even addicting to play! Tho it might need more enemy variants, more areas on each map to unlock and maybe more weapons. This is sucha nice mod.
Much appreciated! Thank you!
Captain J wrote:The spawner got stuck near the fence and enemies kept spawning in the same spot.

Happened in 2nd map btw.
Noted. I'll take a look at this and look for a fix.
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Enjay
 
 
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Re: BioNova v1.0 (Release)

Post by Enjay »

When I finally get into a game, it seesm really good. However, as someone who plays with an inverted mouse, the menu is very difficult to navigate because it doesn't seem to take this into account. Also, status bar/HUD scaling seems to mess things up too:

Ribo Zurai
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Re: BioNova v1.0 (Release)

Post by Ribo Zurai »

For some reason I can't get past the title screen. It says "MOUSE1 to Start" but nothing happens.
Fabysk
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Re: BioNova v1.0 (Release)

Post by Fabysk »

Enjay wrote:When I finally get into a game, it seesm really good. However, as someone who plays with an inverted mouse, the menu is very difficult to navigate because it doesn't seem to take this into account.
Private message me about this. I never took into account about players that play with an inverted mouse. I would like to see how I can improve on this so it works for both inverted and non-inverted mouse players.
Enjay wrote: Also, status bar/HUD scaling seems to mess things up too
Try changing the hud scaling. That should fix it.
Fabysk
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Re: BioNova v1.0 (Release)

Post by Fabysk »

Ribo Zurai wrote:For some reason I can't get past the title screen. It says "MOUSE1 to Start" but nothing happens.
If you can not see the cursor on your screen, try moving your mouse around slowly until it appears. If it is this, I am looking into fixing it. If you do the cursor on your screen, but it still does not let you continue, I will have to look into it. It works on my end.
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