Kira's Bizarre Adventure

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Skelegant
Posts: 1436
Joined: Sun Aug 03, 2014 2:38 am
Preferred Pronouns: She/Her
Location: All over the walls and floor of E2M8

Re: Kira's Bizarre Adventure

Post by Skelegant »

I played chex quest yonks ago :DThe idea of evil edibles is to have humans fighting food monsters (the food has gone bad lol) so it'll be slightly darker than food fighting food, but the main thing I'm trying to figure out is how to make it in a way which appeals to both the cartoon-loving crowd and the fps crowd, and I'm still working on a decent style which looks appealing but isn't gonna take too long to sprite by myself.

Not meaning to shut you up, but it'd be cool if this thread could stay on topic :D I'll probably make a new thread for evil edibles once I get enough done on it
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Ryuhi
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Re: Kira's Bizarre Adventure

Post by Ryuhi »

Great mod! A lot of the subtle things like the pickup sound really add flavor to the homage, and the weapons are definitely interesting. few quick notes:

Some of the weapons feel a bit unbalanced, a few suggestions:
-I kinda avoid the chainsaw, as it doesn't really fit as well and is made redundant by the punching attacks.
-Healing hands heal a bit too slow (even with the ring,) and are a bit too costly for their benefit. If either were adjusted they would prove more useful.
-Coin toss and fists are great. Only thing I would change is starting with maybe 5-10 stand power for maps that have enemies before any pickups (like e1m1 of 2002:ADO)
-The hand bomb becomes practically useless if you don't have a ton of room to melee juke, and when there are multiple enemies/hitscanners. I understand that the range of the attack is pretty true to form, however a simple modification like no friendly fire damage would still be true while buffing it a bit.
-Police girl gun is pretty balanced, while the sprite looks a bit awkward in terms of positioning I get why. I almost spit out my drink when I picked it up for the first time :D
-Heart attack is kinda op as hell. While that might not be so bad of a thing, its huge blast radius makes it super easy to kill yourself by accident. a lot. Either toning down the blast radius or increasing the cost would help round it out a bit more with the other weapons.
-Killer Queen's fists are good right where they're at, though they make the normal fist primary attack redundant. Since Killer Queen attacks independently of Kira, perhaps it could be a replacement for his normal attack, with just the punch flurry animation instead? That way it could combine with the coin flick alternate fire to consolidate weapon slots.
-Bites the Dust took me a minute to figure out, how it does not warp if it does not hit any enemies. Thats an interesting concept and I like it, but its a bit off from the flavor of the move. Perhaps an alternate fire could make a "duke clone" sprited to be Hayato? Enemies will be drawn to it and when attacked it could trigger the move, detonating off of the attacking enemy's position and warping you to the entrance.

I'm loving the mod though. Its even more fun with the bd20 monster replacer, though you don't get the best boss in gaming history on e3m8 if you use it :D
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NantoCodd
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Re: Kira's Bizarre Adventure

Post by NantoCodd »

Sheer heart attack is okay, imo. Just like the source, SHA are relentless (HAS NO WEAKNESSES) but uncontrollable. Watch as I intended to induce cardiac arrest on a group of Barons across the level just to died because SHA instead exploded on a zombieman that sneak behind me.

Remember, Kira live a quiet life and never had any combat experiences before. He is kind of glass cannon, his attacks are OP but awkward to use in actual combat.
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Skelegant
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Location: All over the walls and floor of E2M8

Re: Kira's Bizarre Adventure

Post by Skelegant »

I haven't done much more on this mod yet but I'm making a list of the stuff I need to fix, such as the blast radius and KQ's op factor. One day I'll get around to updating it, hopefully :D
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Ryuhi
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Re: Kira's Bizarre Adventure

Post by Ryuhi »

looking forward to it, this is already one of my favorite mods :D
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HyperLuke
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Re: Kira's Bizarre Adventure

Post by HyperLuke »

I don't even...
mikecari
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Joined: Sat Mar 04, 2017 7:15 pm

Re: Kira's Bizarre Adventure

Post by mikecari »

What does the green ring do?

I assumed it gave you armor but it doesn't seem to work haha.

Love this mod.
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Skelegant
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Location: All over the walls and floor of E2M8

Re: Kira's Bizarre Adventure

Post by Skelegant »

Press enter if you have a green or silver ring and a healing hand, and it'll upgrade the hand (green ring gives armour and health, silver gives double health)
mikecari
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Re: Kira's Bizarre Adventure

Post by mikecari »

Skelegant wrote:Press enter if you have a green or silver ring and a healing hand, and it'll upgrade the hand (green ring gives armour and health, silver gives double health)
I just tested the green ring hand and it doesn't seem to give either health or armor when you hold down the fire button.
Weird.
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Skelegant
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Location: All over the walls and floor of E2M8

Re: Kira's Bizarre Adventure

Post by Skelegant »

Oops, I meant the green ring gives armour, not health :P Not sure why it wouldn't be giving anything though, it works fine for me. Maybe try updating your source port?
mikecari
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Re: Kira's Bizarre Adventure

Post by mikecari »

Skelegant wrote:Oops, I meant the green ring gives armour, not health :P Not sure why it wouldn't be giving anything though, it works fine for me. Maybe try updating your source port?
I started a new game and now it works for some reason, yeah.

The Mona Lisa Requiem, does it only increase Killer Queen's punch damage, or all of your attacks?
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Skelegant
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Joined: Sun Aug 03, 2014 2:38 am
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Location: All over the walls and floor of E2M8

Re: Kira's Bizarre Adventure

Post by Skelegant »

It should power everything up, from memory. At some point I need to have it take the KQ fists off you when it ends, as they're kinda OP
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Skelegant
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Joined: Sun Aug 03, 2014 2:38 am
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Location: All over the walls and floor of E2M8

Re: Kira's Bizarre Adventure

Post by Skelegant »

UPDATE:
Kira is now immune to his own explosions (mostly)
Chainsaw has been replaced with a flight powerup
You are now given 10 KQ coins to begin with
Mona Lisa Requiem and Beryl's Hand work better now (less buggy sound issues)
Killer Queen's fists get taken off you after the powerup wears off
Any useable items picked up will appear beside Kira's face instead of replacing it
New pistol sound
Bloxxer23
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Re: Kira's Bizarre Adventure

Post by Bloxxer23 »

Hey there Mr. Skelegant! I am using the Zandronum version and D - Touch. The chainsaw was still there and I don't have 10 KQ Coins at the start of a map. Is it a bug? Very niceu on the pickup messages and the pistol sprites! Thanks a lot!
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NantoCodd
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Re: Kira's Bizarre Adventure

Post by NantoCodd »

I got an error

Script error, "Kiras_Bizarre_Adventure.wad:DECORATE" line 620:
State Supersonicman.1 links to a state with incompatible restrictions.

Played with latest 64-bit SVN and GZDoom 2.3.2 64-bit
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