Please note before loading it that I've totally screwed up on offsets (will be fixed in the first proper release, somehow got the impression it was relative instead of absolute), several weapons are commented out because I'm still getting different errors with them or haven't even filled them in enough to get errors, and I've set the weapon speeds to the minimum to just get the proportions the way I want (I plan on adding 1 tic to every frame until it looks right for the next release). This is mainly to commemorate yesterday being Conan creator Robert E Howard's birthday, and also let people with WAD editors see what I'm up to.
Players... Crom laughs at you!
What is a keyboard compared to the hand that wields it?
Solve the riddle of steel!
Crush your enemies!
See them driven before you!
And hear the lamentations of their women!
Do you want to live forever?
Conan the Barbarian will be a cross-platform game/mod that replaces weapons and enemies to serve as a base for optional levels, all with kind of an early 90s RPG feel. Canon (should anyone here care) will be an open-ended mix of the original Howard stories, the movies, and the Dark Horse comic series. I have two characters mostly done (Conan, and Subotai the archer), another almost ready to implement (Malak the thief), and a caster character planned out (Akiro the wizard).
Conan has mostly standard Doomguy stats (technically 99 health with a stamina enhancement bumping it back to 100), starts with fists and a long sword, and can use any physical weapon in the game. Conan also has a chance of going into an invigorating rage when injured. Subotai has 80 health, is a little shorter, but is a harder to hit target (radius 14, RadiusDamageFactor 0.85), is overall more lighter, quicker, and agile (speed 1.1, gravity 0.9, Player.JumpZ 8.8), and sneakier (there's no chance for the alert monsters code to pop up when moving about, will be increased to almost no chance when Malak is included). He starts with fists, a bow, and a Hyrkanian sword; but can't use some of the heaver swords.
Malak will have 60 health, be a smaller and nimble target (14 radius, RadiusDamage factor 0.85), is even lighter, quicker, and more agile than Subotai (speed 1.25, gravity 0.8, Player.JumpZ 9), and sneakier (there's no chance for the sneak script to alert nearby monsters). He'll won't be able to use most of the two-handed weapons. Akiro will have 50 health, be a slightly smaller target (15 radius), but nowhere near as spry as Conan or Subotai (speed 0.9, Player.JumpZ 6.4). His light frame (gravity 0.9) actually becomes a hindrance where it is otherwise a boon for Subotai. He does have more resistance to magical explosions however (RadiusDamageFactor 0.70), and gains a variety of spells (which will not require any sort of "mana" ammo, but will be balanced by having to enter a code for each code).
Weapons have a chance for critical hits and for breaking. Maximum damage and the number of tics in the attack animation will be tied together, but minimum damage, range, critical chance, and breaking chance all vary regardless of speed. I'm still balancing this, though part of the problem is that I just need to outright replace all the enemies.
Weapons I've implemented or am working on:
Spoiler:Pics (All taken in the first map of Rylaheh.WAD)
Spoiler:Work so far and plans
Spoiler:Credits and thank you's: