Woe Without End

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Deathsong12
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Post by Deathsong12 »

HELL YES!!! WOOHOO!!!...PARTY!!! :D
I am calm agin.
In related news, I was thinking of wholesale adopting Apothem/Solar's RPG system, but I felt that turn-based just didn't feel right. I hear Tormentor is doing something RPG-like, and I'm sure he would put it to good use. I would, however, like to adopt some concepts from the idea and I'd like to know if they are feasable and/or popular:
1. Experience Levels: Since WWE is nonlinear, the player can pretty much go where he chooses. The only way to stop him going into the "Temple of the Holy Grail" or whatever is to fill it full of monsters too tough for him to fight. I'd like to have more subtle options for restricting the player, however, and an experience system that increases maximum health, movment speed (The player should start out as fast as Hexen's wizard, and end up more like the fighter) and jump height. I don't think this would be too tough, as we can just adopt Strife's health/accuracy upgrades, and combine them with a little ACS or Fragglescript. XP would be earned not by killing things, but by completing quests and overcoming challanges.
2. Increasing Monster Power Levels: I like the idea of several versions of the same monster, each with more powerful abilities than the last. Thus, I've changed my monster system a little to account for this. The design docs (out later today) will explain more. Just rest assured that as few recolors as possible will be used.
3. Increasing Magic Power Levles: For magic, I was thinking that we could allow the player to charge it (similar to the Multi-Projectile weapon in the WRW), and that the ability to charge to any particualr level would have
to be earned.
4. Moddability: While I've hinted at it in a couple of places, I'll come out and say it right now. WWE is a game, and I want people to at least be able to make maps for it. Where's the fun in creating all these new beasties if mappers cannot play with them? Thus, WWE will come packaged with it's own DoomBuilder config, and if anyone else knows how to make something similiar with Deep and WadEd, that would be very nice. In the same vein, WWE's monsters, weapons and systems will be free for all to use in their projects (with a few exeptions, perhaps).
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Deathsong12
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Post by Deathsong12 »

This is the first of my design docs to be released-the suggested weapons list. They are broken down by realm, and have a power level like those found in the WRW next to the names. I would like both weapon designers to alter this as they see fit.
Spoiler: Weapons
If anyone has comments, questions, or complaints, please post them.

EDIT: Whoa! I left AIM running on my other comp! It is now safe to IM me.
Last edited by Deathsong12 on Sun Oct 09, 2005 12:52 am, edited 2 times in total.
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BetaSword
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Post by BetaSword »

Ooh, sounds interesting.

Question, though: Are we still using the sewers? And if so, are they going to have exits to various realms, or just exits around the city/wherever it is at?
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Deathsong12
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Post by Deathsong12 »

Yep. The whole of the WWE world is honeycomed with passages, whic home to all manner of strange things. The sewers of Isous connect to the maintaince passages of Eden in general, which connect, via some glass bridges, to the Shadows area's catacombs. They connect to secret tunnels that go almost everywhere.
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Deathsong12
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Post by Deathsong12 »

I was talking with Solar, and he asked me what “Phase” WWE was at. So I hammered out a very basic timeline as to how I expect this project to work:
  • Discussion and working out of basic ideas. (DONE!)
  • Planning, mostly deciding exactly what is in this game, and gathering of core team (IN PROGRESS!)
  • Resource gathering. This means making, modifying, or outright stealing everything we need. Any custom GFX work will be done during this time.
  • Inuyasha, Froon and I write DECORATE lump, minus all the quest stuff. They will do the weapons, and I’ll do the monsters and spells.
  • I write the MAPINFO lump, minus all the quest stuff, and the Doom Builder config.
  • By any means necessary, we hammer out the Teaser. This should be the main incentive to join the real team, and I hope some real talent will sign on.
  • Phase one of mapping. All the realms are roughed out in ZTerrain, and we decide what indoor areas we need.
  • Phase two of mapping. Functionality is added to the Realms, the indoor maps are roughed out and made functional.
  • Phase three of mapping. The detail freaks go through the whole thing and make it as good looking as patience allows.
  • Final mapping phase. I, and maybe someone skilled in ACS, add in all the monsters, people, etc. and write all the quest crap.
  • Playtesting and bug fixing.
  • Marketing campaign. I want to spread some serious rumors!
  • First public release.
  • More bug fixing and releases as time goes on.
  • The team parts ways, and I start my next project, WoeDoom.

A little long-term, but this is how I see it unfolding
Last edited by Deathsong12 on Sun Oct 09, 2005 12:47 am, edited 2 times in total.
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BetaSword
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Post by BetaSword »

Definitely sounds good.

So, with Graf's addition of crouching to GZDoom, you think we should incorporate some of that into the various areas, too? Like, air vents or small passageways/tunnels?
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Deathsong12
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Post by Deathsong12 »

@BetaSword: I just noticed this. Good idea.

Alright, here are the spells. The effects of a level 1 spell are right after the name. Subsequent levels are describe as changes to that base template.
Spoiler:
Would someone mind making a WIP wiki page for this?
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Froon
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Post by Froon »

Obscurely, about the spell single weapon concept, I have been working on pretty much the exact same idea, I think. I was going to have a book in one hand with a symbol referring to each specific spell, the secondary fire causing a turn the page type animation to select the next spell very similar to that used by the Necromancer in Hexen II when switching between spells 2 and 3. I have not really done much work on this yet, only the animation of summoning the Ice Bolt using hand sprites from Blood and Power Slave. I'll try to whip a demo together of this tonight (only the shooting, not the page changing) and PM it to you soon, maybe you find it interesting, perhaps you had something completely different in mind.
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Belial
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Post by Belial »

So I guess ' Playtesting and bug fixing. ' will start somewhere in the next century. :/
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Apothem
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Post by Apothem »

I demand a progress report :P
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Deathsong12
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Post by Deathsong12 »

Fine. First, I'll tell you what everyone on the team is doing:
Me: Writing text files. Wishing this computer could run GZDoom.
BetaSword: Working on the sewer system. (I think)
Froon: Finding graphics for the spells.
Inuyasha: Either creating something awsome he's not telling me about, or slacking (which he has every right to do)

Second, I'll tell you the main reasons nothing is really getting done:
1: We need the next version of ZDoom. Those custom pain and death frames are very important to the project.
2: The next phase is resource gathering, and I'll need some custom sprites for a few things. I'd ask Solar to do them, as he owns, but I don't want to offend him or interrupt his GZDoom tinkering.
3: Team issues. WWE really needs a stronger focus going forward, a better way to communicate, and some new people. As it is, WWE is kinda ferementing is place. But between KDiZD, ZDCMP2, and ZHalloween, as well as several personal projects, there just aren't enough people available to do a project of this magnitude. It's for this reason I frequently consider scrapping the project. The main reason I don't is because these ideas are too good to go unused.
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Apothem
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Post by Apothem »

Worst case scenario, you move your ideas from WWE to the RPG engine and we work together to get it translated into a fun little RPG of your choosing.... I plan on doing a diablo-esque type of RPG engine later down the line.
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Deathsong12
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Post by Deathsong12 »

True. But I really have a vision for this one. I may flip-flop a little, but I'll stay the course. Monsters are coming soon.
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Nmn
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Post by Nmn »

I'd like some screenshots :)
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BetaSword
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Post by BetaSword »

Don't worry, I am indeed working on the sewers still, while also juggling ZHalloween, and hopefully, if I get around to it, ZDCMP2. Oy vey, the things I get myself into...
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