Doom-Prime
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.
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.
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- Posts: 502
- Joined: Mon Jan 05, 2004 5:33 am
- Location: East Germany, 2023
Re: Doom-Prime
The mod concept is nice, but if I can make one request, please super-duper never autoalign STARTAN ever again.
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- Posts: 709
- Joined: Fri Aug 19, 2011 7:27 am
Re: Doom-Prime
What's the proper way to handle them?darkhaven3 wrote:The mod concept is nice, but if I can make one request, please super-duper never autoalign STARTAN ever again.
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- Posts: 6
- Joined: Sat Aug 17, 2013 10:02 am
Re: Doom-Prime
Nice, I have two questions though:
1: How advanced will the bosses be? Will they make extensive usage of scripting? Even though MP series marketing campaign made it a point that the game was less combat orientated than most FPS games If I'm correct (I don't think they even used that term to describe it), the major bosses (and a whole load of minor ones, mostly in 2 and 3) were very advanced, especially for FPS bosses.
Will the bosses here be that complicated, or not?
2: Will there be a lot of background story found around the levels? I remember the MP series has a lot of background story that isn't necessary to proceed in the game, and some of it is very detailed.
1: How advanced will the bosses be? Will they make extensive usage of scripting? Even though MP series marketing campaign made it a point that the game was less combat orientated than most FPS games If I'm correct (I don't think they even used that term to describe it), the major bosses (and a whole load of minor ones, mostly in 2 and 3) were very advanced, especially for FPS bosses.
Will the bosses here be that complicated, or not?
2: Will there be a lot of background story found around the levels? I remember the MP series has a lot of background story that isn't necessary to proceed in the game, and some of it is very detailed.
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- Posts: 709
- Joined: Fri Aug 19, 2011 7:27 am
Re: Doom-Prime
1) I asked about implementing weak spots and was told I could spawn collision boxes that position themselves with every frame so I could do something with that. Yeah, I do plan to give them some more complex attack patterns, certainly more complex than Vanilla Doom. Some bosses will have very obvious weak spots, like the Cyberdemon's exposed entrails.Deathskull wrote:Nice, I have two questions though:
1: How advanced will the bosses be? Will they make extensive usage of scripting? Even though MP series marketing campaign made it a point that the game was less combat orientated than most FPS games If I'm correct (I don't think they even used that term to describe it), the major bosses (and a whole load of minor ones, mostly in 2 and 3) were very advanced, especially for FPS bosses.
Will the bosses here be that complicated, or not?
2: Will there be a lot of background story found around the levels? I remember the MP series has a lot of background story that isn't necessary to proceed in the game, and some of it is very detailed.
2) I already have a sort of example of how I'd achieve that in the current video progress where there's a log about an imp making it through the teleporter and how, after losing 2 men, they just barely managed to get it back in. I was going to do things like that with a story presented through logs like on Metroid Prime. I was thinking I could use things like Doom 3, and someone suggested using the Doom Comic, for source material.
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- Posts: 17
- Joined: Sun Sep 01, 2013 8:08 pm
- Location: Hell
Re: Doom-Prime
You're combining two of my favorite games into one.
That...is...AWESOME!
Good luck on making this project, mate!
That...is...AWESOME!
Good luck on making this project, mate!
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- Posts: 709
- Joined: Fri Aug 19, 2011 7:27 am
Re: Doom-Prime
My laptop motherboard being fried put a hamper on the project. I managed to get Ubuntu 13.10 running On this Android but I'd need to find a way to compile Doom Builder or done other Zdoom capable editor for an ARMHF processor.
Thankfully, the hard drive was perfectly intact and I managed to pull the WAD file out of it. Anyone who wants to play the last version I managed to make will find it on the first page.
Thankfully, the hard drive was perfectly intact and I managed to pull the WAD file out of it. Anyone who wants to play the last version I managed to make will find it on the first page.
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- Posts: 28
- Joined: Sat Aug 31, 2013 7:19 am
- Location: city 17
Re: Doom-Prime
for being a demo is prety good, but buggy