WIP: The Wanderer [Demo 1]

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hugoroy
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Re: WIP: The Wanderer

Post by hugoroy »

I love the architecture in this wad. :D
Keep up the good work
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cypherphage
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Re: WIP: The Wanderer

Post by cypherphage »

If anyone would be willing to try it, I need feedback on the thrakonmaw. It should work with heretic and be about as powerful as the supershotgun from doom. http://www.mediafire.com/file/a4b50so36 ... konmaw.pk3 It will replace the crossbow, or you can just use 'give flamegun' in the console, and it currently uses 2 crossbow ammo per shot.
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cypherphage
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Re: WIP: The Wanderer

Post by cypherphage »

ImageImage
some work on the shops and the pickup sprite for the thrakonmaw.
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Akira_98
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Re: WIP: The Wanderer

Post by Akira_98 »

Tried the Thrakonmaw. It's a pretty good weapon, does feel like Heretic's equivalent of Doom's SSG, while not being a clone. It feels slightly more powerful (damage-wise) with slightly less range. I found myself tearing through most crowds very easily with it, so it has quite a bit of power. The range, however, makes it a very specific kind of weapon, especially with the splash damage. It really isn't much use past 400 units or so. Past that, I even found myself shooting the floor. A little fast too. I'd suggest just slowing down the fire rate just a little, and it'll be a pretty balanced weapon (as long as you don't start the player off with it and/or overload the player on ammo, anyways).

Side-note: The sprites look good, although the left "arm joint" on the stock needs a bit of cleanup, as it looks a little faded. The scaly design might need to go too.
Also, just a single out-of-place floating pixel in the 'ready' sprite.

Anyways, except for those couple nitpicks, it's an enjoyable weapon to use. I like it. :)
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cypherphage
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Re: WIP: The Wanderer

Post by cypherphage »

As far as balance, the enemies well be much more difficult than stock heretic/hexen; for instance, the non-boss bellwyverns have 1200 health. I hope to clean up the sprite soon, I have a few more weapons to finish too. In the meantime, a screen shot of the area outside the town walls.

Image
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The Ultimate DooMer
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Re: WIP: The Wanderer

Post by The Ultimate DooMer »

Like the look of this project ;)
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cypherphage
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Re: WIP: The Wanderer

Post by cypherphage »

Image
With no game play to consider and purely aesthetic and story considerations to deal with, dungeon entrances are fun to make.
*edit*: erg, misaligned textures...
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cypherphage
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Re: WIP: The Wanderer

Post by cypherphage »

I should have a demo of this map soon (its the first real "dungeon" of the game), but I still have some balancing to do, and I need to remove a number of features that aren't ready yet.
Spoiler:
This level took to long...

...also, balancing an experience curve is very difficult. I think I see why very so few doom rpgs are made.
Last edited by cypherphage on Mon Dec 26, 2011 1:42 am, edited 1 time in total.
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ShadesMaster
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Re: WIP: The Wanderer

Post by ShadesMaster »

Yikes, that is one BIG level - can't wait to try this out!
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Tapwave
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Re: WIP: The Wanderer

Post by Tapwave »

Holy burning jesus.
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cypherphage
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Re: WIP: The Wanderer

Post by cypherphage »

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.

The shop is buggy due to the pauseGame and unpauseGame functions not working right. I'll pretty it up latter. The fullscreen hud isn't done yet, so I suggest using a 3X4 setting.

Well, thoughts, bug reports, advice appreciated.
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jpalomo
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Re: WIP: The Wanderer [Demo 1]

Post by jpalomo »

Gave this a go, and I have to say, this is amazing! The only issues I had with the it were with the HUD, and a few of the weapon sprite offsets.
Blue Shadow
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Re: WIP: The Wanderer [Demo 1]

Post by Blue Shadow »

I had some fun playing through this demo map and looking forward to the rest of the project.

Some notes:
  • At the begining of the game after the cutscene is over, it says that I reached level 5.
  • There is a locked door that doesn't display a 'door is locked' message when you try to open it. It's the door near where the yellow key is found.
  • The crystal vial displays the same name tag as the quartz flask when browsing through the inventory.
  • The longbow applies too much kickback on monsters, IMO.
  • The hud could use the display of how much money you have and at what level you're on (player's level).
Note: What does leveling up do aside from increasing your max health?
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cypherphage
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Re: WIP: The Wanderer [Demo 1]

Post by cypherphage »

Well, as far as leveling the player should have killed enough monsters prior to this area to be at least level 5 so I just start the demo with some extra experience and denarii, and there is content prior to this area that isn't polished yet to include. The levels currently up your health only, but there is a dnd like feat system that will let the player customize their character as the game progresses (ie, increasing strength to do more melee damage, learning to fire various trick arrows, etc.).

As far as the doors that say they are locked, they can't be opened and are just for show. If its confusing, I guess I could remove it.
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cypherphage
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Re: WIP: The Wanderer [Demo 1]

Post by cypherphage »

Taking a break from mapping to implement the feat system as well as some of the menus. Right now, strength has been implemented on the melee type weapons, and I plan to have several spells available per weapon via holding down the secondary key for a short period. I am also thinking about spinning this off into an additional gameplay mod for heretic.

*And these features are dead. Without a way to give multiple custominventory items at once (well, and have it do something), the feat system would be way to much of hassle to bother with. Instead items in shops will appear based on your level.
Last edited by cypherphage on Mon Apr 09, 2012 6:54 am, edited 1 time in total.

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