[WIP] Gimmicks galore! (The Wastes)

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Shadelight
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Re: [WIP] Gimmicks galore!

Post by Shadelight »

Could you do a randomizer for Heretic and Hexen?
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Snarboo
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Re: [WIP] Gimmicks galore!

Post by Snarboo »

Heretic is definitely doable, but I'm not sure about Hexen. I'll consider it for a future project.

Character Class is now officially updated to Beta status. All the basic systems are in and working. A beta should be available by the end of the week.
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chronoteeth
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Re: [WIP] Gimmicks galore!

Post by chronoteeth »

Hmm is this new mod that one you were talking about earlier?
Gez
 
 
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Re: [WIP] Gimmicks galore!

Post by Gez »

Snarboo wrote:I'm not sure about Hexen.
It would screw up many, many scripts.
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Snarboo
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Re: [WIP] Gimmicks galore!

Post by Snarboo »

That's what I thought. The biggest issue with making a randomizer for Heretic/Hexen is finding appropriate monsters. While there are plenty of great custom monsters, most of them were designed with Doom in mind.
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Snarboo
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Re: [WIP] Gimmicks galore!

Post by Snarboo »

Progress Report:
  • Specimen 7, an escaped lab creature, has been added. He is balanced towards speed and regeneration. He is the second fastest character, has the highest jump and is the only character that can regenerate his health. However, he cannot pick up health packs (he doesn't know how to use them) and he is limited to carrying only 50 shield points as a result of not wearing armor. The only reason he can even carry shield points is because he can naturally store the shield energy in his skin. Stupid, yes, but it's the best reason I could come up with for balancing him. :p
  • The shield system now works slightly differently. Instead of picking up shields directly, you instead pick up a shield item, which then gives you the appropriate armor for your class. So far, only Specimen 7 has different armor stats, but other characters may have different armor too.
  • Specimen 7's biogun now has appropriate sounds.
  • A new health system. Health will only heal you up to your class's maximum. This is a necessary balance because of the shield system, which protects you from all damage. You can now pickup and store MedY tubes, which are the equivalet of Medikits.
  • The two energy weapons.

At the rate I'm going, the beta should be out by Friday! :D
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Snarboo
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Re: [WIP] Gimmicks galore!

Post by Snarboo »

The Character Class beta is out! Get it here.

This Beta includes:
  • Two new character classes: the Lizardman and Specimen 7, each with different abilities.
  • A new health and armor system.
  • Two new ammo types: Bullet and Energy.
  • 4 brand new weapons, including the Vibro Energy Disc, Red Industries Fusion Cutter, X-33 Minigun and the Viper Mini-Missile Launcher.
  • A new weapon handling system inspired by In Pursuit of Greed.
Tell me what you think. I'm going to try and setup a multiplayer test over the weekend, so watch this thread!
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XutaWoo
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Re: [WIP] Gimmicks galore! [Character Class beta out!]

Post by XutaWoo »

The weapons swapping is really awkward. I end up switching weapons several times before I finally get the one I want.
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Snarboo
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Re: [WIP] Gimmicks galore! [Character Class beta out!]

Post by Snarboo »

I still need to tweak it a bit. Keep in mind that when you pick up another weapon, the weapon you drop spawns right in front of you. If you keep walking forward, you'll endlessly switch between the two. I might make it spawn behind you or something instead.

What do you think of the weapons so far? They're all based on the weapons from In Pursuit of Greed with slight tweaks. Do you think ammo balance between them is good?
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Snarboo
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Re: [WIP] Gimmicks galore! [Bad news!]

Post by Snarboo »

Bad news: the hard drive with all my Doom data on it died. I was smart enough to backup all my active projects, but unfortunately I've lost tons of material and custom weapons I had made that I didn't backup. For the time being, the current mod is on indefinite hold until I get a new drive. Sorry guys!
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Captain Proof
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Re: [WIP] Gimmicks galore! [Bad news!]

Post by Captain Proof »

:( wow...sorry for you loss.
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NeuralStunner
 
 
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Re: [WIP] Gimmicks galore! [Bad news!]

Post by NeuralStunner »

Wow that sucks. Sorry I got to this so late, this might sound weird, but bear with me:

When my grandpa's HD died, (with a bunch of important business stuff on it no less,) my dad took it out, wrapped it in a couple of zipper bags, and put it in the freezer. After a few hours, he put it back into the computer and it lasted long enough to retrieve the data.

So yeah, if it's not too late, try freezing it.

And you could also look into this: Macrium Reflect. It saved my arse, quite recently I might add. What's even better is that it's free. :D

Best regards.
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Snarboo
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Re: [WIP] Gimmicks galore! [Bad news!]

Post by Snarboo »

I've heard of that solution before, but I'm hesitant to try it. Honestly, most of the data wasn't too important, even the unique Doom graphics I had made. I'm just glad I backed up my all my active projects.

Thanks for your concern, though. :) This will probably be back on track later in the week.
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NeuralStunner
 
 
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Re: [WIP] Gimmicks galore! [Bad news!]

Post by NeuralStunner »

Well I figured, since it's basically dead anyway... I am glad though that you didn't lose anything major. :)
janiform
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Re: [WIP] Gimmicks galore! [Bad news!]

Post by janiform »

The IPoG character class idea is great. Any chance of a Skulltag-compatible version?
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