WIP: The Wanderer [Demo 1]

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cypherphage
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WIP: The Wanderer [Demo 1]

Post by cypherphage »

I've lurked on these forums for some time now (mostly following Demon Eclipse) and I've decided to post about the project I started a few weeks ago for GZDoom.

Features:
+ all new weapons that can be upgraded as the game progresses
+ a large hub based world with several regions each congaing a number of "dungeons"
+ merchants, new items, a basic leveling system
+ the world will always be populated with level appropriate monsters via spawners
+ a spiffy new hud

demo 1
hopefully this link works as I can't read the captcha's on drd team's site to register: https://skydrive.live.com/embed?cid=5F2 ... 31EDh7ezJ8.

Screenshots
Spoiler:
Last edited by cypherphage on Wed Apr 11, 2012 3:37 am, edited 11 times in total.
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wildweasel
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Re: WIP: The Wanderer

Post by wildweasel »

Your architecture makes this actually look interesting to me, unlike the vast majority of Heretic-based maps I've seen.
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Amuscaria
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Re: WIP: The Wanderer

Post by Amuscaria »

Never enough Heretic mods out there. :)
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JimmyJ
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Re: WIP: The Wanderer

Post by JimmyJ »

This looks pretty well done from the screenshots, I can't wait to see more.
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Shadelight
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Re: WIP: The Wanderer

Post by Shadelight »

I like the third screenshot.
PhAyzoN
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Re: WIP: The Wanderer

Post by PhAyzoN »

Really liking what I see here. Keep it up! :)
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Tragos
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Re: WIP: The Wanderer

Post by Tragos »

I actually prefer Heretic to Hexen. Heretic kept the basic gameplay of Doom, which was a smart move in my opinion. Though I do like all the neat graphical tricks that Hexen introduced.... But yeah, nice work!
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Viscra Maelstrom
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Re: WIP: The Wanderer

Post by Viscra Maelstrom »

Minor nitpick, the middle point of the trident should be slightly longer than the other ones.
Other than that, nice work. Heretic needs some good-looking custom stuff.
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cypherphage
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Re: WIP: The Wanderer

Post by cypherphage »

Image
The sewer level is very early but I hope to do some neat things with this area. I also got the first wand upgrade from the working (primary is the same, but it fires the goldwand tome attack as a secondary). I want to be able to use the other heretic powered up modes as secondaries (toned down as needed) but I can't use multiple inheritance, nor could a find a list of the decorate equivalents to the various restricted functions for them. Do I just have to code similar behavior myself?
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XutaWoo
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Re: WIP: The Wanderer

Post by XutaWoo »

Tomed weapons inherit from their untomed sisters, so you should be able to get both by inheriting from the tomed version and adding -WEAPON.POWERED_UP (maybe without the _) to it.
Blue Shadow
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Re: WIP: The Wanderer

Post by Blue Shadow »

Just an opinion, how about making the sewage "liquids" brown instead of black.
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amv2k9
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Re: WIP: The Wanderer

Post by amv2k9 »

cypherphage wrote:but I can't use multiple inheritance
Oh, I wish we could. Strife & Heretic & etc seem to practically thrive on native functions that you can't access without inheriting from the class in question, and you don't always have the benefit of the tomed weapon->sisterweapon->untomed weapon functionality that XutaWoo just mentioned. Especially when the alternative is fifty or sixty lines of decorate you have to guess at.

But I suppose inheriting from two weapons concurrently would cause all sorts of problems :/
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cypherphage
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Re: WIP: The Wanderer

Post by cypherphage »

XutaWoo wrote:Tomed weapons inherit from their untomed sisters, so you should be able to get both by inheriting from the tomed version and adding -WEAPON.POWERED_UP (maybe without the _) to it.
I wasn't using the sister weapon method, instead when you get an artifact that uses the tome of power graphic you get a small max ammunition boost and one of the weapons (using a_jumpif and checking many tomes you had) would get a permanent upgrade to a better version. Otherwise I don't think the heretic weapons would be balanced compared to the hexen weapons I'm using nor would they work well against the more powerful enemies in the game. The problem is trying to figure out how all of the attacks work so I can balance them other than just experimenting.
Blue Shadow wrote:Just an opinion, how about making the sewage "liquids" brown instead of black.
The sewage is just a warped texture from gothic dm until I find a more suiting toxic sludge flat.

Edit: Now that I reread that, that's rather interesting that it gets both native actions. I still wish I could find out how exactly the attacks work though because some of them would need balancing.
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cypherphage
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Re: WIP: The Wanderer

Post by cypherphage »

Image
Ignoring the misaligned wall texture, how does the bed and new candelabra look? These will be in the various servants quarters around the castle and I plan to make more opulent versions for the main keep.
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Xaser
 
 
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Re: WIP: The Wanderer

Post by Xaser »

I might make the headboard 8 units shorter, but otherwise it looks nice n' natural, somehow. :)

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