[WIP] Doom: Battle [updated 2010/03.01]

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Dancso
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[WIP] Doom: Battle [updated 2010/03.01]

Post by Dancso »

Doom: Battle

Info:

Game: Doom2
Player(s): Singleplayer/Multiplayer(Deathmatch)
Status: In Progress, early development stage
GZDoom only?: No
WIP: Here

Description:
The player has to rule their own army by building, recruiting, and sending their units off to battle. This mod is aiming to create an RTS (Real Time Strategy) gameplay, either singleplayer against artificial intelligence, or multiplayer, against other players!

Screenshots: (Work is in progress; Everything might, and some thing WILL change)

Simulation of some "selected" units and a building: (headquarters)
http://img683.imageshack.us/img683/4558 ... 003010.png

An old titlemap I made long ago:
http://img52.imageshack.us/img52/9075/s ... 003012.png

Basic design concept for statusbar/HUD:
http://img52.imageshack.us/img52/9819/b ... review.png

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UPDATES:
-Previous updates deleted-

2010.03.01:
Restarted from scratch but keeping the current concept. Been doing a lot of thinking about gameplay elements, the buildings, units, and all. It turns out that a pure marine faction (from chainsaw marine to bfg marine) would be rather dull, uninteresting, and somewhat spammy, due to them being squishy. Since the forces of hell in doom already have pistoleers, shotgunners and chaingunners, arachnotrons are similar to plasmagun marines, the cyberdemon has rockets, BFG is cheap, so I decided to exclude all the non-possessed marines from the mod. The demons shall provide a greater variety of units in size, function and strength.

This project is now using a PK3 file archive due to easy handling and compression.

The first building has been somewhat finished, it is the headquarters for the doom faction. Although it might need some modification to give a more hellish feeling beside the possessed marine influence.
I've gathered loads of fitting music and just need to code a properly working system for selection. Right now I'm trying to think of good ways to dynamically handle unit selection so that a player's units wouldn't use more than just a several Thing IDs.

2009.11.22:
Major remake. The concept has been worked on a lot, the basic implementation has been made more like an actual RTS game.
Changes from before:
-Static buildings removed. Every building and turret will be freely placable by the player(s) wherever they wish. The buildings will be sprites, or even models if I manage it (that wont make it opengl only!). The interaction will be with the crosshair instead of an actual RTS-like cursor due to problems implementing it, on-screen buttons will be handled with weaponslots (the numbers)

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This thread will be more updated than on WIP.
Tell me your opinions!
Any ideas/suggestions/comments are welcome!

Keep in mind that I'm also working on lots of other stuff; so updates might not be as frequent as your average project
Last edited by Dancso on Mon Mar 01, 2010 2:20 pm, edited 14 times in total.
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Tormentor667
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Graphics Processor: nVidia (Modern GZDoom)
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Post by Tormentor667 »

That sounds very interesting...
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XutaWoo
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Post by XutaWoo »

Looks awesome.
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Penguinator
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Post by Penguinator »

XutaWoo wrote:Looks awesome.
Seconded. Just don't mess it up....Please.
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Shadelight
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Post by Shadelight »

Sounds pretty cool, just don't make it crappy!
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Dancso
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Post by Dancso »

Thanks for the comments! :)
I'll try my best to make it not crappy, just tell me what would make it crappy so i'll try to evade making it.

[EDIT]: Update! :) I've started working on turrets! They will be buyable/upgradeable and will be able to put on ceiling, or on the floor. Here is an animated gif i made about it: (this is the turret type that hangs from ceiling.)
Spoiler:
It will be scaled down of course, and i'll try to add more realistic colors to it.
I didn't draw this by hand, i made a model with a program called "Wings", it made "drawing" the angles easier. ;)
Opinions? :)
Last edited by Dancso on Tue May 22, 2007 9:31 am, edited 1 time in total.
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Glassyman
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Post by Glassyman »

I'm waiting for this wad
Last edited by Glassyman on Tue May 22, 2007 9:29 am, edited 1 time in total.
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Dancso
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Post by Dancso »

Uhh. Looks like there wont be a hanging turret, as i can't align the turret to a transfered ceiling. :( Maybe ThrustThingZ could be an option, but it would need too much testing and even more coding. Oh well.

(I wont make 3D floors, because i want this compatible with normal zdoom, and making an 512 tall building which would just reach the top of the sky would look weird.)
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Risen
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Post by Risen »

You could give the turret "no gravity" and apply a Z-height to put it at any height you want.
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Dancso
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Post by Dancso »

Good idea. I'll put several teleport destinations with z height at the same place, so when the ceiling changes, i can apply the turrets too.

Err... "Problem solved" :)

Oh, i'd like to ask what you'd like better: Invulnerable turrets, or destructible turrets? (or both?)
(Invulnerable turrets would cost less, as they wont destruct and you dont need to buy new ones.)

I'm trying to get votes on things like this, so this project would turn out as most people would like it to be.
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HotWax
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Post by HotWax »

Invulnerable turrets might end up making the battle too easy though. Ideally, everything should be destructable so you have to maintain a balance between weapons and funds.

What'd be really cool is if those obstacles you were mentioning were also destructable. :twisted:
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Risen
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Post by Risen »

Don't you mean they would cost more?

Personally, I'd go with destructible.
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HotWax
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Post by HotWax »

Risen wrote:Don't you mean they would cost more?
No, he meant they'd be cheaper in the long run since you wouldn't have to replace them.
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Risen
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Post by Risen »

Ah. Up front, they should cost considerably more.
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Dancso
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Post by Dancso »

HotWax wrote:What'd be really cool is if those obstacles you were mentioning were also destructable. :twisted:
You mean the buildings? (this includes every thing that is higher than ground. Healing stations, cover stuff, and normal buildings, etc)

It could be possible with the line action "projectile hits" and it would activate a script which lowers it a bit every hit, and when it gets the same height as ground is, it would get 'destructed' :D

Okay i think the turrets will be destructible. I'll try to make several of them so you can "upgrade" them so they will last longer.
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