[1.3d] Dwelling Sin - RE-Styled Gameplay Mod for Doom

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Jarewill
 
 
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[1.3d] Dwelling Sin - RE-Styled Gameplay Mod for Doom

Post by Jarewill »


Hello ZDoom Forums!
It's been a short while since I released something here.
And as such I wish to present you all my latest project: Dwelling Sin.

What is Dwelling Sin?
Seeing how Resident Evil is being talked about again with the release of RE4make, I decided to recreate one of the more important parts of the series in GZDoom: The inventory management.
Of course using the default inventory system wouldn't cut it, so a custom one was made using ZForms.
And the rest went from there.
I tried my best to make creating new items and weapons as simple as possible, so if you want to take a swing at this feel free to open up the mod and check the files in zscript/items/, every property has a comment describing what it does and the included classes can serve as good starting points.

Here's a demonstration:

(Trailer courtesy of ZikShadow, thank you for it)

And without further ado, here's the download link:
[DOWNLOAD]
Mod requires Doom 2 to play properly! To play Doom 1 maps use WadSmoosh.
Spoiler: [CHANGELOG]
Spoiler: [ADDONS]

Now here's some more information about the mod:
Spoiler: [CLASSIFIED DOCUMENT - PROPERTY OF THE UAC]

And of course, the credits.
This project would have never been made if not for the help of some really wonderful people and for that I thank you all.
Anyway, full credits:
Spoiler: [CREDITS]
And lastly, a discord server for the mod, feel free to hop in and say hi:
[DISCORD]
Last edited by Jarewill on Mon Nov 11, 2024 4:56 am, edited 22 times in total.
JERICHO DREAD
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Re: [1.0] Dwelling Sin - RE-Styled Gameplay Mod for Doom

Post by JERICHO DREAD »

Wow, been hoping to see an inventory mod such as this for a LONG time now...

Been playing using a Resident Evil monster pack for a long time and have been adding mods to that setup for a while now. One notable one as of recent is Acid-citrics Resident Evil Items & Weapons mod. This inventory would reeeealy give it the boost it needs for crafting ammo & hearb mixing. Perhaps then some balancing to tune it up just right for the RE zombies, add in the classic RE footsteps (Factotum has a great example of this) and stick with the slower player speed, and I can imagine it would be a fantastic experience.

Nice work!!
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Re: [1.0] Dwelling Sin - RE-Styled Gameplay Mod for Doom

Post by Sgt Major Kiwi »

Very solid! I'd like to note that this double shotgun is as big as I am, maybe bigger. Speaking of which, so far the double shotgun feels a bit worse than the standard shotgun; it holding significantly less ammo kind of cripples it in a game with such tight inventory. I do know that I can change that through the settings but it does feel a bit strange. Thankfully though, shells are everywhere, even with this mod cranking stuff down a bit in terms of ammo, so I can always just hoard more in my cache. Thus far I haven't come across a shell box yet, if they exist, though maybe I'll have better luck in further levels.
I do thoroughly enjoy the plasma replacement, it's great to have on board in case of knights or mancs. Its damage feels slightly lackluster, especially with how expensive it is, I think it fits better as a utility weapon than a main one with its ammo rarity but the damage says otherwise. I might be better off with the SMG or maybe even the RAW, but who knows.

Overall I've been playing this mod for a couple of hours and I think I'll go ahead and play for a couple more, this style of inventory management gameplay in doom is really neat.
I do want to ask, are you planning on changing the enemies up or will they stay vanilla?
Jarewill
 
 
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Re: [1.0] Dwelling Sin - RE-Styled Gameplay Mod for Doom

Post by Jarewill »

Regarding the SSG, I know it might seem weak at first, but all I will say is that its main power shines with its upgrade paths.
I am aware of how common ammo is, which is why I included a scarcity module in the options that randomly deletes placed ammo and items and shell boxes do exist, even if they are a bit rare.
However I am not planning on adding any enemies as I want this mod to be compatible with monster packs.
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ZikShadow
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Re: [1.0] Dwelling Sin - RE-Styled Gameplay Mod for Doom

Post by ZikShadow »

The Super Shotgun seems worse at first glance, but its main advantage over the regular shotgun (unupgraded) is the fact that it's much simpler to use. You have to reload the regular shotgun one by one and then rack it, steps of which could risk death due to panic (or forgetting to rack the shotgun after reloading). You could reload through the inventory, but it's still several keys and clicks to get what you want. With the SSG, you hit reload once and you can immediately shoot both barrels again, no fuss. Upgraded, you could either make it a sniper's weapon, with a choke to lower spread + scope for long range shooting, or make it a sawn-off shotgun and make a space efficient shotgun.
Jarewill
 
 
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Re: [1.0a] Dwelling Sin - RE-Styled Gameplay Mod for Doom

Post by Jarewill »

Spoiler: [UPDATE]
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Re: [1.0] Dwelling Sin - RE-Styled Gameplay Mod for Doom

Post by Sgt Major Kiwi »

ZikShadow wrote: Tue Jun 06, 2023 12:43 am Upgraded, you could either make it a sniper's weapon, with a choke to lower spread + scope for long range shooting, or make it a sawn-off shotgun and make a space efficient shotgun.
I had no clue you could slap a scope onto the SSG, I kinda wish it was a little more obvious what goes on what in that regard, like whether the suppressor can go on the submachinegun and whatnot.
Now I've come up with a few more questions, mainly, where does that super-secret weapon thingy even show up? I've noticed it isn't in the BFG spawn slot, since that's taken up by the rocket launcher, and with this mod's custom inventory system I don't even think I could cheat it in by normal means, but I would at least like to know where to look for it.
EDIT, I found it, and I think I understand the warning about temporal anomalies, it VM aborted. Whoopsie. It happened right after using the mod kit on it from the box with I believe a full inventory, then exiting the menu.
And, lastly, I think that the use-to-grab thing for pickups could be a bit more forgiving - sometimes I've gotta sit there and try to aim at an item for 10 seconds before I can finally get it down.
Jarewill
 
 
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Re: [1.0a] Dwelling Sin - RE-Styled Gameplay Mod for Doom

Post by Jarewill »

The attachment names are prefixed with the weapon they fit, so a Pistol Suppressor will only go on the Pistol and the SSG Scope will only go on the SSG, plus those attachments only spawn next to the weapon, except the pistol.
However the VM abort is worrying, but I can't seem to reproduce it. Could you describe how exactly it happened?
Regarding the use-to-grab system, you can hold the sprint key to push an item away to sort things out on the ground.
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Re: [1.0a] Dwelling Sin - RE-Styled Gameplay Mod for Doom

Post by Shatter-Thought[V-4] »

This looks fantastic, a solid rez evil analogue in the doom world, and I look forward to trying it out!
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Re: [1.0a] Dwelling Sin - RE-Styled Gameplay Mod for Doom

Post by Sgt Major Kiwi »

Jarewill wrote: Tue Jun 06, 2023 6:47 am Regarding the use-to-grab system, you can hold the sprint key to push an item away to sort things out on the ground.
I mean as in even single items can be hard to target and grab, especially when right next to them (it should also be noted that the box cannot be kicked around, which is troublesome when it spawns right on top of an item), when I want to run through a space and grab an item on my way it really sucks to stop for one or two seconds to grab it and then get pelted by revenant tracers and noblefolk fireballs.
Jarewill wrote: Tue Jun 06, 2023 6:47 am However the VM abort is worrying, but I can't seem to reproduce it. Could you describe how exactly it happened?
Spoiler: The Conditions
Jarewill
 
 
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Re: [1.0a] Dwelling Sin - RE-Styled Gameplay Mod for Doom

Post by Jarewill »

Sgt Major Kiwi wrote: Tue Jun 06, 2023 8:56 pm I mean as in even single items can be hard to target and grab, especially when right next to them (it should also be noted that the box cannot be kicked around, which is troublesome when it spawns right on top of an item), when I want to run through a space and grab an item on my way it really sucks to stop for one or two seconds to grab it and then get pelted by revenant tracers and noblefolk fireballs.
Oh, that is a valid point.
I don't think I can do much about it as hitboxes are a tad bit weird with the system I have made.
Sgt Major Kiwi wrote: Tue Jun 06, 2023 8:56 pm
Spoiler: The Conditions
Thank you, I could reproduce it now.
Nasty little bugger this was, somehow slipped past me and Zik through all the playtesting.
The abort has now been fixed.
Spoiler: [UPDATE]
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r&r
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Re: [1.0b] Dwelling Sin - RE-Styled Gameplay Mod for Doom

Post by r&r »

Very nice, hoping there be optional addons?
to replace items and add more weapons with Resident Evil ones?
or add in all classic RE ones.
spriters-resource have all OG first, 2nd and 3rd and Survivor items and weapons sprites.

https://www.spriters-resource.com/fullview/26104/
https://www.spriters-resource.com/fullview/26073/
https://www.spriters-resource.com/fullview/26097/
https://www.spriters-resource.com/fullview/55775/

https://www.sounds-resource.com/ds_dsi/ ... lysilence/
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Re: [1.0b] Dwelling Sin - RE-Styled Gameplay Mod for Doom

Post by Sgt Major Kiwi »

r&r wrote: Thu Jun 08, 2023 2:09 am Very nice, hoping there be optional addons?
People can make their own weapons/items mods, and some already have, like shotgun-handguns or revolvers and stuff. As for enemies, since the mod doesn't replace any enemies, you can use any enemy mod that you want.
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Re: [1.0b] Dwelling Sin - RE-Styled Gameplay Mod for Doom

Post by ZikShadow »

Yeah, if you're expecting Jare to cobble up all the RE stuff, it's very unlikely. Gotta do it yourself.
Jarewill
 
 
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Re: [1.0b] Dwelling Sin - RE-Styled Gameplay Mod for Doom

Post by Jarewill »

I have made it my personal goal to keep this mod below 200KB, which is why most custom sprites are assembled in TEXTURES and there are no custom sounds.
However I also tried to make it as easy to mod as I could, so adding new weapons based on Resident Evil ones won't be too hard.

Talking about that, seeing how two new addon threads have been released, I decided to start compiling a list of addons in the main post.
I will try to keep it up to date as I see new addons release, but in case I miss any, feel free to point it out.

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