Toss in some custom weapons made with Daggerfall sprites and you'd have a stabbing good time.
Re: [WIP] Might & Magic VII in DOOM
Posted: Sat Dec 15, 2018 2:12 pm
by AlpacaNox
Hello everyone! Since quite a few people pointed out the need of new weapons / pickups I decided to merge that with the resources from Witchaven Not everything will be taken from that game, not at all, I am using it as sort of a base for future things. Here are some videos of progress and what's available in the current build:
Re: [WIP] Might & Magic VII in DOOM
Posted: Sat Dec 15, 2018 4:15 pm
by SamVision
That looks really cool, though some Doom graphics feel a bit jarring like the keycards. Did Witchaven have any shield sprites? I think a shielding mechanics could fit right in.
Re: [WIP] Might & Magic VII in DOOM
Posted: Sat Dec 15, 2018 4:32 pm
by AlpacaNox
SamVision wrote:That looks really cool, though some Doom graphics feel a bit jarring like the keycards. Did Witchaven have any shield sprites? I think a shielding mechanics could fit right in.
The second game introduced shields and the ability to dual wield things, athough I haven't looked through the content of it yet (only the 1st game) but planning to. All the original Doom sprites are going to be replaced later on, it just wasn't a priority as for now, plus not sure yet with what I am going to substitute things. (keys for example can be turned into gems or any other items).
Cheers
Re: [WIP] Might & Magic VII in DOOM
Posted: Sun Dec 16, 2018 3:20 pm
by SamVision
You can turn keycards into big keys and you can keep skull keys as is. Fantastic project by the way, the potential is pretty great.
Re: [WIP] Might & Magic VII in DOOM
Posted: Mon Dec 17, 2018 1:02 am
by Zan
Oh, God, this is shaping up quite awesomely, can't wait to see more
Never thought I'd experience the M&M feel again on something new
Re: [WIP] Might & Magic VII in DOOM
Posted: Thu Dec 20, 2018 2:24 pm
by AlpacaNox
Little update. Imported several original fonts, polished the menu, a bit better widescreen support. Now the corpses are pick-up-able, planning on to make a little hub in future to allow player to buy/upgrade things but since learning ACS on the go don't know how much time that will require.
Zan wrote:Oh, God, this is shaping up quite awesomely, can't wait to see more
Never thought I'd experience the M&M feel again on something new
SamVision wrote:You can turn keycards into big keys and you can keep skull keys as is. Fantastic project by the way, the potential is pretty great.
Thank you!
Re: [WIP] Might & Magic VII in DOOM
Posted: Fri Dec 21, 2018 11:27 am
by AlpacaNox
Testing FMVs, added basic experience system.
Re: [WIP] Might & Magic VII in DOOM
Posted: Sat Dec 22, 2018 6:31 am
by AlpacaNox
Re: [WIP] Might & Magic VII in DOOM
Posted: Fri Dec 28, 2018 1:54 pm
by AlpacaNox
(the inn dialogue is a test for passing scripts along the conversation lines, that one levels up the character at the end of the conversation and then switches state to the next scenario(which is empty))
Little update:
+instanced interiors
+ACS based ui
+context-based actions (interior menu)
Re: [WIP] Might & Magic VII in DOOM
Posted: Fri Dec 28, 2018 4:01 pm
by Tormentor667
I love it! Really awesome stuff you are coming up with here!