Improvisation - No guns? No Problem. (0.9.2)
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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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Improvisation - No guns? No Problem. (0.9.2)
So this is actually an idea I've had for many many years, a mod or game with graphics and such made with photos of whatever I could find, and here it finally is!
Improvisation! Stuff is out to kill you, and you don't have any guns! Gotta make use of whatever you can find, and be creative! Blast away demons with sound waves produced by your megaphone, or blow 'em to bits with shaken up soda cans.
Later you'll come across "modifiers" which you can apply to a weapon using the modifier menu (check keybind menu to set a hotkey to bring it up), modifiers add a new altfire to a weapon, with a different effect on each weapon, like the "Growth" modifier will give the baseball bat an altfire that smashes enemies by growing in size, or gives the megaphone an altfire that is an amplified version of the primary fire. Modifiers are assigned to a slot, each weapon has 2, and you can swap between the two slots on the fly via the zoom key.
A lot more features are planned, such as powerups, as well as polishing up stuff, but for now here's a small alpha with a few weapons to play around with!
https://darsycho.itch.io/improvisation
Improvisation! Stuff is out to kill you, and you don't have any guns! Gotta make use of whatever you can find, and be creative! Blast away demons with sound waves produced by your megaphone, or blow 'em to bits with shaken up soda cans.
Later you'll come across "modifiers" which you can apply to a weapon using the modifier menu (check keybind menu to set a hotkey to bring it up), modifiers add a new altfire to a weapon, with a different effect on each weapon, like the "Growth" modifier will give the baseball bat an altfire that smashes enemies by growing in size, or gives the megaphone an altfire that is an amplified version of the primary fire. Modifiers are assigned to a slot, each weapon has 2, and you can swap between the two slots on the fly via the zoom key.
A lot more features are planned, such as powerups, as well as polishing up stuff, but for now here's a small alpha with a few weapons to play around with!
https://darsycho.itch.io/improvisation
Last edited by Darsycho on Wed Dec 25, 2024 3:32 pm, edited 16 times in total.
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Re: Improvisation - No guns? No Problem. (0.1 alpha)
Nice! I gotta try this out
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Re: Improvisation - No guns? No Problem. (0.2 alpha)
Small update!
Version 0.2
- Finished the logo!
- New HUD (Not finished yet though)
- New Menu
- New explosive soda effects
- Fixed a bug where if you throw soda, but ammo is low enough, you'll use up ammo but not throw any soda.
Up next: Perhaps the items and powerups!
Version 0.2
- Finished the logo!
- New HUD (Not finished yet though)
- New Menu
- New explosive soda effects
- Fixed a bug where if you throw soda, but ammo is low enough, you'll use up ammo but not throw any soda.
Up next: Perhaps the items and powerups!
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Re: Improvisation - No guns? No Problem. (0.2 alpha)
This is actually pretty solid for the most part, I just feel like the loud speaker weapon is clearly the most useful where as the other weapons seem to not be as powerful in terms of overall usefulness.
The Lamp weapon feels like it burns through ammo way too quickly and thus is only useful at clearing big rooms, which is something the loudspeaker can already do quite well. I suggest maybe making the main attack consume less ammo so it can be used more often rather than just when you are low on loud speaker ammo.
The explosive soda cans seem to be the least useful of the bunch, idk how to fix it but maybe increase its damage slightly and make the altfire more of a straight shot but deal less explosive damage.
Other than that this wad is still quite fun and I recommend it regardless. Let me know when the next version comes out so I can play it.
The Lamp weapon feels like it burns through ammo way too quickly and thus is only useful at clearing big rooms, which is something the loudspeaker can already do quite well. I suggest maybe making the main attack consume less ammo so it can be used more often rather than just when you are low on loud speaker ammo.
The explosive soda cans seem to be the least useful of the bunch, idk how to fix it but maybe increase its damage slightly and make the altfire more of a straight shot but deal less explosive damage.
Other than that this wad is still quite fun and I recommend it regardless. Let me know when the next version comes out so I can play it.
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Re: Improvisation - No guns? No Problem. (0.2 alpha)
A new version be here. Now all weapons except the megaphone (currently) have a new altfire you can swap between using the Zoom key (renamed in the keybind menu though), this feature will be greatly expanded upon in later versions.
Preview - https://twitter.com/Darsycho/status/1555827773075333120
Preview - https://twitter.com/Darsycho/status/1555827773075333120
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Re: Improvisation - No guns? No Problem. (0.3 alpha)
Yo! Been a while but a new version is finally here! New features include: New altfires, some new effects and balancing, and most importantly finally implementing the biggest feature of this mod: Modifiers, which basically let you apply an altfire to a weapon via a menu, each modifier has a different effect on weapons, like the Growth modifier will give the baseball bat an altfire that smashes enemies by growing in size, or gives the megaphone an altfire that is an amplified version of the primary fire. Modifiers are assigned to a slot, each weapon has 2, and you can swap between the two slots on the fly via the zoom key.
There's still a lot missing, but the foundation of the system is finally here, and more and more shall come. Currently how you find modifiers is placeholder, later versions I want to add the ability to trade a modifier for another one in some way.
Download link on first post.
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Re: Improvisation - No guns? No Problem. (0.4 - Modifiers added!)
Absolutely amazing!
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Re: Improvisation - No guns? No Problem. (0.4 - Modifiers added!)
Why thank you my good sir. (:
Aiming to have 1.0 released within a few months or so. Already almost been a full year since I started this, lol.
Aiming to have 1.0 released within a few months or so. Already almost been a full year since I started this, lol.
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Re: Improvisation - No guns? No Problem. (0.4 - Modifiers added!)
Doing stuff to make the soda can weapon feel more powerful. (:
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Re: Improvisation - No guns? No Problem. (0.4 - Modifiers added!)
there's going to be custom ammo sprites too, right? i mean it wouldn't exactly make sense for a megaphone to be powered by shotgun shells
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Re: Improvisation - No guns? No Problem. (0.4 - Modifiers added!)
yea absolutely, been trying to figure out how to balance it and what kind of ammo it would be, but this will be figured out for sure.
Also, time for a vidya!
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Re: Improvisation - No guns? No Problem. (0.4 - Modifiers added!)
Gotta love mods with smart health pickups
I'm assuming the ammo will also be smart as well?
I'm assuming the ammo will also be smart as well?
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Re: Improvisation - No guns? No Problem. (0.4 - Modifiers added!)
Yep, you got it!
Spoiler:... wait, that... wasn't what i intended.
Spoiler:there we go.
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Re: Improvisation - No guns? No Problem. (0.5 - Foodems and new gnus yay)
Ehhh, heck with it, was gonna have the crafting system but I got a lot of work I still need to do, ain't feeling it right now so have a new version today!
Includes health and armor replacements (with the smart pickup system), new weapons to use, placeholder ammo types, and such!
Now, one thing I really would actually love to do for future versions is make the modifier menu less wonky to use by having it use the mouse to select and apply modifiers instead of keyboard only, but I reaaaally have no idea on how to do that.
Includes health and armor replacements (with the smart pickup system), new weapons to use, placeholder ammo types, and such!
Now, one thing I really would actually love to do for future versions is make the modifier menu less wonky to use by having it use the mouse to select and apply modifiers instead of keyboard only, but I reaaaally have no idea on how to do that.