DOOMablo: a looter-shooter DOOM (v0.1.6a - I have no idea how to call this release)

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sidav
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DOOMablo: a looter-shooter DOOM (v0.1.6a - I have no idea how to call this release)

Post by sidav »

DOOM and Diablo are two of the most well-known games about fighting demon hordes. Let's merge them, will we?

DOOMablo (the title is not final, though) is a mod inspired by BorderDoom and Doom: Infinite which transforms DOOM into a looter-shooter in the vein of Diablo. Kill demons, grab randomly generated weapons and armor with various affixes, so that you could kill more demons and find even better loot!
Spoiler: What's included?
Spoiler: What's next?
Spoiler: Gameplay nuances
Spoiler: Important misc info, please read before trying the mod
Spoiler: Screenshots
Spoiler: Thanks
Download latest release here:
https://github.com/sidav/doomablo/releases
Last edited by sidav on Thu Jan 16, 2025 6:58 pm, edited 33 times in total.
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Carrotear
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Re: DOOMablo: a looter-shooter DOOM (first alpha release)

Post by Carrotear »

Oh my f***ing god, yes.

So far, I feel the info text at them bottom should be somewhere like the upper right corner or maybe just leave it as hold "R" key. But I'll be watching this progress like a hawk, I love diablo-like games.
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sidav
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Re: DOOMablo: a looter-shooter DOOM (first alpha release)

Post by sidav »

I'm glad you like it!
Carrotear wrote: Wed Oct 09, 2024 2:39 pm So far, I feel the info text at them bottom should be somewhere like the upper right corner or maybe just leave it as hold "R" key.
Do you mean those two lines with the current equipped weapon/armor items' names?
In general, the HUD currently is minimal functioning one. That's one of the things to change, although not of the most priority.
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Re: DOOMablo: a looter-shooter DOOM (first alpha release)

Post by stainedofmind »

Gave this a couple of test runs (and by runs, I mean a few levels), overall, it's pretty fun, and I'm looking forward to seeing where this will go, but I do have a few suggestions/notes/issues/whatever.

Issues:
First off, I had an instance where a weapon was on a shelf that normally you'd be able to pickup by bumping into it, but because it was above my head and a little inward, I wasn't able to collect it. Might need to tweak the use-to-pickup settings a bit, plus I feel like you have to be way too close as is to see/pickup weapons.

Second, maybe it's just me, or maybe I keep getting garbage rolls, but I feel like the shotguns and super shotguns are VERY underwhelming. I haven't found a shotgun I actually enjoyed using. I found the basic Chaingun more effective then even the fancy legendary/mystic shotguns. Maybe they just don't do enough damage, not sure.

Finally, I'm running out of ammo a lot. Might just be because of less weapons dropping, therefore less ammo, or overall weapons just aren't doing as much damage.

Other Stuff:
So you can currently carry either a shotgun or a super shotgun and not both. While it's something I can certainly live with, and I actually think it's kind of interesting, are you planning on allowing in the future to have one of each?

Speaking of weapons, you have chainsaws being completely replaced by other weapons. Are there plans to add chainsaw variants? For that matter, what about fists? Especially with running out of ammo so much, a way to boost melee damage output (other then berserk of course) would be very helpful.

I do feel like showing the weapon info should be a separate button from reload, but that's just me.

I also think it would be nice to have a full current/pickup comparison when hovering over a new weapon, though I'm also fine with my current method of just using the reload hold to pop up current info. The caveat is of course you have to have the same weapon equipped.
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sidav
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Re: DOOMablo: a looter-shooter DOOM (first alpha release)

Post by sidav »

Thanks for the feedback!
stainedofmind wrote: Wed Oct 09, 2024 4:51 pm First off, I had an instance where a weapon was on a shelf that normally you'd be able to pickup by bumping into it, but because it was above my head and a little inward, I wasn't able to collect it. Might need to tweak the use-to-pickup settings a bit, plus I feel like you have to be way too close as is to see/pickup weapons.
Finally, I'm running out of ammo a lot. Might just be because of less weapons dropping, therefore less ammo, or overall weapons just aren't doing as much damage.
Will address both of that in the next update. Could you please tell on which map was that shelf?
stainedofmind wrote: Wed Oct 09, 2024 4:51 pm Second, maybe it's just me, or maybe I keep getting garbage rolls, but I feel like the shotguns and super shotguns are VERY underwhelming. I haven't found a shotgun I actually enjoyed using. I found the basic Chaingun more effective then even the fancy legendary/mystic shotguns. Maybe they just don't do enough damage, not sure.
Maybe I actually made shotguns a little underwhelming. The thing with them is that some affixes (like minimissiles and flechettes) can really make them overpowered. Will think what can be done there.
stainedofmind wrote: Wed Oct 09, 2024 4:51 pm So you can currently carry either a shotgun or a super shotgun and not both. While it's something I can certainly live with, and I actually think it's kind of interesting, are you planning on allowing in the future to have one of each?
The current working idea is to make limited amount of slots for weapons (e.g. 4) in the future and allow you to carry any amount of weapons of same type. This way you could even carry 4 SSGs at once. Some items (backpacks, if they'll be affixed?) will allow you to increase the slots count. I'm still undecided on that mechanic though.
stainedofmind wrote: Wed Oct 09, 2024 4:51 pm Speaking of weapons, you have chainsaws being completely replaced by other weapons. Are there plans to add chainsaw variants? For that matter, what about fists? Especially with running out of ammo so much, a way to boost melee damage output (other then berserk of course) would be very helpful.
Yes, I was going to make those randomizable too. Currently chainsaws are simply unimplemented with the affixes logic, that's why they're replaced (BFG is replaced too, by the way - moreover, both the chainsaw and BFG are replaced with items with higher minimum rarity/quality limit to compensate, but it seems it doesn't work because of the ammo scarcity). As I mentioned above, the ammo issue will be addressed in the next update, so chainsaws will be not that urgent to have.
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stainedofmind
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Re: DOOMablo: a looter-shooter DOOM (first alpha release)

Post by stainedofmind »

Gonna be brief tonight, cause I'm about to head to bed, but the weapon on a shelf was a shotgun from EDAY Vanilla+Mod friendly version, map 01. As for the puny feeling shotguns, I was mostly sticking to the non-minimissle and flechette versions, so maybe that's the reason for the issue? I did see the starting of the code for the slot limitations, but kind of forgot about it when I asked! Again, I do very much look forward to future versions.
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sidav
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Re: DOOMablo: a looter-shooter DOOM (v.0.2a)

Post by sidav »

Version 0.2a is released. Here I mostly addressed the feedback, but some new stuff was added as well.
Spoiler: New things here
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Re: DOOMablo: a looter-shooter DOOM (v.0.2a)

Post by Valherran »

Are there any plans to implement weapon pack compatibility or outright change the existing ones into something else? Default Doom weapons get boring relatively fast.
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sidav
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Re: DOOMablo: a looter-shooter DOOM (v.0.2a)

Post by sidav »

Valherran wrote: Fri Oct 11, 2024 5:32 am Are there any plans to implement weapon pack compatibility or outright change the existing ones into something else? Default Doom weapons get boring relatively fast.
As was answered in the first post:
Sadly, universal compatibility is not quite possible at this stage, as there is too much custom logic involved. To compensate for that, I'm targeting to implement more weapons inside this mod itself in the future to ensure enough variety even without third party weapon mods.
I think adding more weapons to this mod itself is a more interesting thing to do anyway (and is a much easier thing to balance, too).
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Re: DOOMablo: a looter-shooter DOOM (v.0.2a)

Post by MsrSgtShooterPerson »

Amazing mod - I'm addicted to affixed loot and having it in Doom finally is a big plus for me. :D

I just wanted to report a few early bugs I've noticed:
* The plasma rifle seems to always force a reload upon reaching 10 remaining ammo in the battery rather than 0
* Weapons with chance to poison seems to softlock the game on occasion. It is a bit difficult to pin this down (it might be chaingun with posion specifically), but I can say the softlocking overall has happened on different monster packs as well.

I'm currently playing with progression enabled, but I admittedly find it difficult to find out how this influences equipment as I've observed getting as high as lvl90-100 equipment on just the first map, then getting a spattering of anything from 20-100 on the following maps. Is this how it's supposed to go for now? Does item level play into the quality roll of affixes, aside from rarity?

I look forward to seeing what's next for this - it's actually been a sort of dream of mine to do my own "randomized loot" mod, but I actually want to go as far as making a garagekit of different weapon parts to build a weapon sprite :D
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Re: DOOMablo: a looter-shooter DOOM (v.0.2a)

Post by sidav »

MsrSgtShooterPerson wrote: Fri Oct 11, 2024 11:44 pm I just wanted to report a few early bugs I've noticed:
* The plasma rifle seems to always force a reload upon reaching 10 remaining ammo in the battery rather than 0
* Weapons with chance to poison seems to softlock the game on occasion. It is a bit difficult to pin this down (it might be chaingun with posion specifically), but I can say the softlocking overall has happened on different monster packs as well.
Thanks for those, will investigate.
MsrSgtShooterPerson wrote: Fri Oct 11, 2024 11:44 pm I'm currently playing with progression enabled, but I admittedly find it difficult to find out how this influences equipment as I've observed getting as high as lvl90-100 equipment on just the first map, then getting a spattering of anything from 20-100 on the following maps. Is this how it's supposed to go for now? Does item level play into the quality roll of affixes, aside from rarity?
You need to start a new game after enabling the progression.
Spoiler: How it works currently
MsrSgtShooterPerson wrote: Fri Oct 11, 2024 11:44 pm I look forward to seeing what's next for this - it's actually been a sort of dream of mine to do my own "randomized loot" mod, but I actually want to go as far as making a garagekit of different weapon parts to build a weapon sprite :D
Well, I want to do a "constructed weapon" mechanic myself too, but I don't have the sprites for it :D
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Re: DOOMablo: a looter-shooter DOOM (v.0.2a)

Post by Starman the Blaziken »

Soon as I saw the inspirations and the screenshots, I had to give this one a go as soon as I had the chance.

And quite the pleasing early impressions.
Although I feel like the rate of random drops might need to be toned back as they can be pretty frequent enough. Barrels probably should be excluded because it seems silly for an environment object to drop stuff, unless you plan to go somewhere with them (and any other object).
Barrels can also inflict you with your own status effects from weapons when they explode, unless you intend that too which oh wayull. :shucks:

I do hope for more in the future with this as I have wanted such a mod like this out of BorderDoom with the touches from Doom Infinite, with your planned expansions I do want to make some suggestions that I hope you can tackle for now.
At least while I am not sure if you might think of a progressive leveling system to play off of the initial power of the loot with other sorts of things it could do like natural stat stuff, I had some thoughts about more armor colors and types to have more choices and effects they can protect from each type.
Maybe armor parts like helmets, boots and the like if you want to think that far, but on the note of it, the armor and health bonuses in general should be changed to not count as items if players are looking for items they can always be picked up and within reach.
Backpacks though I think could fit with modifiers and stats to them as well, ones that can hold more or less of ammo is the first thing off the top, but there could be brainstorming for other things they could help and/or hinder towards as well.
More element types could be great all around, ice for a chance to freeze enemies on kill, fire to burn but no flinch... Perhaps more crazy things can pop into your mind, but at least venom looks like a start to a lot more, so I had to pitch my enjoyment for it at least! :)
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Re: DOOMablo: a looter-shooter DOOM (v.0.2a)

Post by Jareth247 »

I'd love to see a proper level system, which iirc BorderDoom had, with the player levelling up (hopefully with a skill tree, though that'd make more sense with a class system) and the monsters, weapons and armor scaling to match.

Especially if a version of this is made for Ashes: 2063, though I guess DBP68: Outposts Of The Wasteland would suffice if an Ashes version of DOOMablo never comes about.

Other than that, this mod ROCKS! As a major looter shooter fan, I've been hoping for a mod like this.
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Re: DOOMablo: a looter-shooter DOOM (v.0.2a)

Post by MsrSgtShooterPerson »

sidav wrote: Sat Oct 12, 2024 6:01 am Thanks for those, will investigate.
After looking into stuff, it turns out the plasma reload thing is because having items in your inventory leaves a display of its own count it behind loaded ammo - in this case, I have 10 of something so going below 10 ammo on a current weapon causes some confusion. This is on fullscreen HUD mode. :D
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Re: DOOMablo: a looter-shooter DOOM (v.0.2a)

Post by sidav »

Thank you all for the kind words!
Starman the Blaziken wrote: Sat Oct 12, 2024 5:51 pm Although I feel like the rate of random drops might need to be toned back as they can be pretty frequent enough. Barrels probably should be excluded because it seems silly for an environment object to drop stuff, unless you plan to go somewhere with them (and any other object).
Barrels can also inflict you with your own status effects from weapons when they explode, unless you intend that too which oh wayull. :shucks:
Will address those in the next update. Moreover, there will be a new kind of affixable item (12 affixes for it alone currently!) in the update.
Jareth247 wrote: Sat Oct 12, 2024 7:08 pm I'd love to see a proper level system, which iirc BorderDoom had, with the player levelling up (hopefully with a skill tree, though that'd make more sense with a class system) and the monsters, weapons and armor scaling to match.
What you're talking about is currently a bit too far in the future to plan it. :) But maybe it's really worth it to add some simple RPG system there as well.
Currently I would suggest you to try the mod with some monster packs (like DRLA monsters) which add the tiered progression.
MsrSgtShooterPerson wrote: Sun Oct 13, 2024 5:06 am it turns out the plasma reload thing is because having items in your inventory leaves a display of its own count it behind loaded ammo - in this case, I have 10 of something so going below 10 ammo on a current weapon causes some confusion. This is on fullscreen HUD mode. :D
Oh noes. That's a strange bug. Can you provide a screenshot please?

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