Ground Branch - Alpha 0.7 available

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
bloodraven085
Posts: 4
Joined: Wed Feb 24, 2016 7:33 am

Re: Ground Branch - Alpha 0.7 available

Post by bloodraven085 »

i'm just the play little bit..everything is good..but reload system is very uncomfotable to me
Can I added the auto reload system plz :cry:
User avatar
Matt
Posts: 9696
Joined: Sun Jan 04, 2004 5:37 pm
Preferred Pronouns: They/Them
Operating System Version (Optional): Debian Bullseye
Location: Gotham City SAR, Wyld-Lands of the Lotus People, Dominionist PetroConfederacy of Saudi Canadia

Re: Ground Branch - Alpha 0.7 available

Post by Matt »

Somagu wrote:I'd actually really advise not making Marid so completely dependent on drugs. The fact that he relies upon random items so much more than Batou does means RNG can very easily fuck him over. I've gone over 3 maps without finding a single Z Compound, only syringes and energy, mostly.
Now I can't unsee Marid as being a wandering drug addict desperately hunting for his next fix @_@
Also, I think weapons should be breakable for Batou. That would make all of the tonfas and shit that pile up less useless.
Special "really hard attack" option that makes this (more likely to) happen? (This could be randomized as well to make Batou less self-sufficient)
StatisticalHourglass
Posts: 170
Joined: Tue Jan 01, 2013 8:51 pm

Re: Ground Branch - Alpha 0.7 available

Post by StatisticalHourglass »

Somagu wrote:I'd actually really advise not making Marid so completely dependent on drugs. The fact that he relies upon random items so much more than Batou does means RNG can very easily fuck him over. I've gone over 3 maps without finding a single Z Compound, only syringes and energy, mostly.

Also, I think weapons should be breakable for Batou. That would make all of the tonfas and shit that pile up less useless.
I'm working on rebalancing the spawns right now, making compounds give 2 uses and making them more common, also syringes, and I gave the z Compound a 15 point health boost, maybe I should increase it to 30 through.

it was kind of the point making marid dependant on scavenging supplies, however chemicals turned out to be too random like you said.

good idea on the breakable weapons, will implement that on the next version.
bloodraven085 wrote:i'm just the play little bit..everything is good..but reload system is very uncomfotable to me
Can I added the auto reload system plz :cry:
I'll try to make an option for that, but if i do implement it, it would be a toggle, and I don't know how to do that yet.
Vaecrius wrote:
Somagu wrote:I'd actually really advise not making Marid so completely dependent on drugs. The fact that he relies upon random items so much more than Batou does means RNG can very easily fuck him over. I've gone over 3 maps without finding a single Z Compound, only syringes and energy, mostly.
Now I can't unsee Marid as being a wandering drug addict desperately hunting for his next fix @_@
Also, I think weapons should be breakable for Batou. That would make all of the tonfas and shit that pile up less useless.
Special "really hard attack" option that makes this (more likely to) happen? (This could be randomized as well to make Batou less self-sufficient)

well the characters are supposed to be kind of twisted a little bit, and I wanted to combine that with the gameplay, like batou cutting enemies arms and legs off, sometimes both at a time.

Alt fire for the melee weapons is a heavy attack, I'll make it degrade the weapon more than the standard attack.
User avatar
-Ghost-
Posts: 1792
Joined: Wed Sep 08, 2010 4:58 pm

Re: Ground Branch - Alpha 0.7 available

Post by -Ghost- »

bloodraven085 wrote:i'm just the play little bit..everything is good..but reload system is very uncomfotable to me
Can I added the auto reload system plz :cry:
I see what you mean for that. I love the magazine system, but it was initially hard to wrap my brain around how the pump shotgun fires/reloads. Something about it just doesn't feel very smooth, even when you're right clicking, then shooting quickly.
Extropist
Posts: 48
Joined: Thu Jan 21, 2016 9:37 am

Re: Ground Branch - Alpha 0.7 available

Post by Extropist »

If weapons are breakable, consider the transition between weapons in a situation where you're cutting people down. If a weapon breaks, and I don't know if this is possible, but maybe it should have a secondary state or something similar that will not break up your gameplay flow. I mean, we're already talking about a game that has a cyborg fighting demons, and it'd be pretty obnoxious to end up having the guy stop in the middle of a brawl to switch weapons like a doof.

If we're talking about the weapons lying around from enemies, maybe something else would be to make every melee weapon throwable - I suppose I'm thinking that at the level of strength we're talking about with Batou, who separates limbs without any more strain than any other slice he makes, the force behind his throw obviates a lot of balancing issues (balance as in the distribution of weight).
StatisticalHourglass
Posts: 170
Joined: Tue Jan 01, 2013 8:51 pm

Re: Ground Branch - Alpha 0.7 available

Post by StatisticalHourglass »

-Ghost- wrote:
bloodraven085 wrote:i'm just the play little bit..everything is good..but reload system is very uncomfotable to me
Can I added the auto reload system plz :cry:
I see what you mean for that. I love the magazine system, but it was initially hard to wrap my brain around how the pump shotgun fires/reloads. Something about it just doesn't feel very smooth, even when you're right clicking, then shooting quickly.
if you want responsiveness, use the Break-action, also did you try the altfire-reload combo? you can Load a shell directly into the chamber.
Extropist wrote:If weapons are breakable, consider the transition between weapons in a situation where you're cutting people down. If a weapon breaks, and I don't know if this is possible, but maybe it should have a secondary state or something similar that will not break up your gameplay flow. I mean, we're already talking about a game that has a cyborg fighting demons, and it'd be pretty obnoxious to end up having the guy stop in the middle of a brawl to switch weapons like a doof.

If we're talking about the weapons lying around from enemies, maybe something else would be to make every melee weapon throwable - I suppose I'm thinking that at the level of strength we're talking about with Batou, who separates limbs without any more strain than any other slice he makes, the force behind his throw obviates a lot of balancing issues (balance as in the distribution of weight).
right now when a weapon breaks you instantly lose it and raise the knife, so it's pretty smooth.

I'm considering making at least the tonfa throwable, maybe by holding right click then reload, but i'm not so sure about that.

meanwhile for the next version marid will get a couple useful items, like armor, a backpack, and a chem bag.
User avatar
Crudux Cruo
Posts: 1173
Joined: Mon Apr 10, 2006 8:43 pm
Location: California

Re: Ground Branch - Alpha 0.7 available

Post by Crudux Cruo »

So I REALLY REALLY like this mod. Actually, please let me know, i can help you out with some sprite work. heres my review of it.

Human:

I love the chem system, its innovative and interesting, and mostly makes sense. so far they all seem useful, and mixing them seems helpful too. would like to see an all-3 combo syringe.
I like the ammo system between the smg/pistol. it makes sense and it adds a little to the depth.
I like the way weapons fire in general. almost all the secondaries are useful.
I like the innovative IED system. its a great concept.
I don't like not being able to aim with the weapons, with the exception of the rifle. it really doesn't make sense that the one character that uses guns cant aim, but the one that really doesn't can.
I don't like how the human gets the old beat up looking weapons, and the robot gets the shiny ones. it really seems backward to the way it should be.

Robot:

The upgrades are nice
the melee weapons, in addition to secondaries, have tertiary keys in the reload adding more possibilities.
there are two pistols, and a smg. This is great, but having no sort of shotgun at all makes for a bummer. oh and no aiming on the uzi. i like em all, but... well what can i say.

Overall:

alot of your sprites are good, but are very rough. using OFFSETS can greatly aid in cleaning up the look of it.
the basic balance is there, but some fine tuning would be nice.
use the zoom key for zooming in on weapons... alt can be a kick instead or something useful.
Perhaps use a different sprite than CW's colt pistol? its pretty crusty, and 1911's dont hold 15 rounds.
why cant the human class upgrade his weapons too? why withhold that?
perhaps the human class can use the energy for a sort of energy shield that reduces over time and with sustained damage? the human is very squishy.
the robot has no high tier weapons to use against cybies, from what i can tell.

please let me know if you need any help with spriting, sorta on a hiatus from a little project of mine.
StatisticalHourglass
Posts: 170
Joined: Tue Jan 01, 2013 8:51 pm

Re: Ground Branch - Alpha 0.7 available

Post by StatisticalHourglass »

Crudux Cruo wrote:So I REALLY REALLY like this mod. Actually, please let me know, i can help you out with some sprite work. heres my review of it.
I'm glad you enjoyed it!
Human:

I love the chem system, its innovative and interesting, and mostly makes sense. so far they all seem useful, and mixing them seems helpful too. would like to see an all-3 combo syringe.
I like the ammo system between the smg/pistol. it makes sense and it adds a little to the depth.
I like the way weapons fire in general. almost all the secondaries are useful.
I like the innovative IED system. its a great concept.
I don't like not being able to aim with the weapons, with the exception of the rifle. it really doesn't make sense that the one character that uses guns cant aim, but the one that really doesn't can.
I don't like how the human gets the old beat up looking weapons, and the robot gets the shiny ones. it really seems backward to the way it should be.
The chem system is something I had a lot of fun making, I'll think about a 3 in one combo, what effect could it possibly have?
In the next update there will be Motion detectors too, you'll be able to combine up to 2 bombs into one of those and set up traps, very useful.
yeah, I might invert the altfires of marid's pistol and batou's kimber, making the gun guy aim and the melee guy gangstashoot.

Robot:

The upgrades are nice
the melee weapons, in addition to secondaries, have tertiary keys in the reload adding more possibilities.
there are two pistols, and a smg. This is great, but having no sort of shotgun at all makes for a bummer. oh and no aiming on the uzi. i like em all, but... well what can i say.
yeah he is so powerful in close combat I didn't want to add a shotgun on top of that, use the machete or the kukri if you want lots of stopping power.

Overall:

alot of your sprites are good, but are very rough. using OFFSETS can greatly aid in cleaning up the look of it.
the basic balance is there, but some fine tuning would be nice.
use the zoom key for zooming in on weapons... alt can be a kick instead or something useful.
Perhaps use a different sprite than CW's colt pistol? its pretty crusty, and 1911's dont hold 15 rounds.
I used offsets, you mean make the animations more streamlined?
I'm working on rebalancing right now, altering the rarity of some spawns, etc.
I'll probably use the zoom key to check ammo and melee weapon condition, the rest of the controls will stay the same.
Marid's pistol and uzi will get resprited, don't worry. I was thinking a glock of some kind.
please let me know if you need any help with spriting, sorta on a hiatus from a little project of mine.
Yes, I'll send you a PM, Thanks for the review.

Return to “Gameplay Mods”