GMOTA: Fantasy arcade action (last post here 4-18-23)
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Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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Re: GMOTA: Fantasy arcade action, [V0.9.7]
Throwing shield? Fun :D
What's the light arrow thingy at the top of the weapon info?
What's the light arrow thingy at the top of the weapon info?
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Re: GMOTA: Fantasy arcade action, [V0.9.7]
I'm glad you asked.
Item crashes will no longer consume arcane energy. They'll instead draw from crash charges. You'll be able to permanently raise how many charges you carry though if you pick up expanders. Which will replace the backpacks
Item crashes will no longer consume arcane energy. They'll instead draw from crash charges. You'll be able to permanently raise how many charges you carry though if you pick up expanders. Which will replace the backpacks
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Re: GMOTA: Fantasy arcade action, [V0.9.7]
Sounds interesting, I'll like to check it out when it's released :D
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Re: GMOTA: Fantasy arcade action, [V0.9.7]
okay, i have no idea about that shield, so here's my question; is that thrown shield can be knock off back the enemies? or make them go to pain state instantly? ooh, reflect or blocking their projectile could be a wonder, too.Captain J wrote:shield is now able to throw? now that's much overwhelming than infamous shield bashing.
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Re: GMOTA: Fantasy arcade action, [V0.9.7]
It has a nasty knockback effect, and all projectiles break against a flying shield. The tradeoff being is it has the WORST DPS of all Subweapons, throwing shields don't generate arcane energy OR return stamina when you land shots, making it also the slowest firing subweapon ontop of its crap damage.Captain J wrote:okay, i have no idea about that shield, so here's my question; is that thrown shield can be knock off back the enemies? or make them go to pain state instantly? ooh, reflect or blocking their projectile could be a wonder, too.Captain J wrote:shield is now able to throw? now that's much overwhelming than infamous shield bashing.
Don't use it offensively, use it defensively and get clever when nudging monsters around.
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Re: GMOTA: Fantasy arcade action, [V0.9.7]
I got a question for you guys, how would you feel if the cluster missile is swapped out for a different subshot? No the cluster missile wouldn't be removed entirely, remember that I have more heroes planned in the future, one of them would get this weapon.
However after some looking over and discussion, I've noticed the earthshaker bomb seems to be superior in blowing shit up, and I have already -slightly- nerfed the range on that thing in the coming version, so I'd rather not nerf it further. If I remove the cluster missile, I'd most likely replace it with something far more utility focused. That way Blaz has a simple three choices to make when it comes to his secondary weapon's specials:
Scattershot = raw damage
Earthshaker = damage + utility
????? = pure utility.
Of course the other conundrum would be: What the hell would be a good utility?
However after some looking over and discussion, I've noticed the earthshaker bomb seems to be superior in blowing shit up, and I have already -slightly- nerfed the range on that thing in the coming version, so I'd rather not nerf it further. If I remove the cluster missile, I'd most likely replace it with something far more utility focused. That way Blaz has a simple three choices to make when it comes to his secondary weapon's specials:
Scattershot = raw damage
Earthshaker = damage + utility
????? = pure utility.
Of course the other conundrum would be: What the hell would be a good utility?
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Re: GMOTA: Fantasy arcade action, [V0.9.7]
We now have the basis for Captain America Doom.Combine_Kegan wrote:who says you can't teach an old shield new tricks?
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Re: GMOTA: Fantasy arcade action, [V0.9.7]
How abount Freeze Bomb or something?
Stopping enemies, slice and dice with sword.
Stopping enemies, slice and dice with sword.
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Re: GMOTA: Fantasy arcade action, [V0.9.7]
I've considered stun shots but due to item crashes about to get an overhaul to make them far stronger to compensate for their new ammo system, the shield dash is most likely going to be swapped out for something more bombastic and fitting.namsan wrote:How abount Freeze Bomb or something?
Stopping enemies, slice and dice with sword.
Meaning something needs the role of a speed booster. Perhaps the third sub shot could be that?
Really I've been wracking my brains about this for quite some time trying sort this mess out and make things work
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Re: GMOTA: Fantasy arcade action, [V0.9.7]
Holy crap how did I manage to miss this?Combine_Kegan wrote:who says you can't teach an old shield new tricks?
Looks pretty good. Can't wait for next release.
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Re: GMOTA: Fantasy arcade action, NEW UPDATE 3/9/2015 [V0.9.
Kept you waiting huh?
Edit:
Whoops, download it again, scatter bomblets should no longer bounce infinitely on water
Edit edit:
Whoops, grab it again, I forgot to give Mage Gunners a_bossdeath and properly inherit from arachnotrons.
Edit:
Whoops, download it again, scatter bomblets should no longer bounce infinitely on water
Edit edit:
Whoops, grab it again, I forgot to give Mage Gunners a_bossdeath and properly inherit from arachnotrons.
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Re: GMOTA: Fantasy arcade action, NEW UPDATE 3/9/2015 [V0.9.
the big spike shot ignores pitch for splitting into smaller spikes
ex. you shoot it upwards, it turns 90 degrees down to "flatten" its trajectory
also you can't combo revenants or living armors (and other enemies that don't bleed)
decorations (torches etc.) can block all your attacks
and for some reason, fists feel more effective than the sword
ex. you shoot it upwards, it turns 90 degrees down to "flatten" its trajectory
also you can't combo revenants or living armors (and other enemies that don't bleed)
decorations (torches etc.) can block all your attacks
and for some reason, fists feel more effective than the sword
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Re: GMOTA: Fantasy arcade action, NEW UPDATE 3/9/2015 [V0.9.
yeah, I uh, got a little lazy with the big dart's spray. You should be able to combo all monsters though, they technically do bleed, it's just they bleed bones and armor fragments, if you've been attacking rapidly and have no stamina, that'd be why.comet1337 wrote:the big spike shot ignores pitch for splitting into smaller spikes
ex. you shoot it upwards, it turns 90 degrees down to "flatten" its trajectory
also you can't combo revenants or living armors (and other enemies that don't bleed)
decorations (torches etc.) can block all your attacks
and for some reason, fists feel more effective than the sword
As for the sword v fist thing, it's really a matter of preference
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Re: GMOTA: Fantasy arcade action, NEW UPDATE 3/9/2015 [V0.9.
Gave it a quick try (with one of my favorite tunes from Alcahest, heh, this mod knows what I like), didn't manage to find the new shield, but so far so good.
The new sword sprites are interesting, I like them a bit more. The powered sword sprites make me think it's made of crystal or gemstone or something, which is also kinda cool. I thought the grappling hook was replaced, though? Might be remembering wrong though.
I like the new activation method for shining knight mode, although the sword looks a bit off when it's active.
The Blazter's new dart shots are also nice, barring the already-reported thingy with the spread. I like the way the big dart gets set to announce full charge, looks pretty cool. I thought the darts were kind of supposed to activate shot-activated switches though, so it's weird to see it spray all over instead of being more accurate as it was. I rarely play any map where you have to make precision shots for switches, but without the old wand and with a sprayed shot, it's gonna be a lot of tries to get one far away. If there's any map that requires precise far-switch-shooting in a short amount of time it's gonna be a bit tricky although not impossible. It's fun to kill stuff though, so that's a win, I am actually using it in battle now.
As for the new item crash system, it seems to work rather well, but need to test with more maps to see how it fares overall. So far I like it and didn't seem to be extremely scarce, so that's also nice. Was the torch's IC always that awesome, by the way? Because it murders stuff quite nicely and in a wide area.
Also, didn't manage to find enough drops of secondary item containers to try, but are POW versions still around?
Also I love the enemies exploding in bones and junk. I find it far more amusing than the typical ketchup overdose.
I would like to give a more in-depth review/commentary/praise, but I am a bit pressed for time lately, and I kinda put Doom to the side because of a nasty bug in GZDoom on Linux, so I am not playing it as much as I used to do. Still hyped for the release though, so will try to give it more love on my next free day. Also loving the hammer as much as always. It's just so satisfying to use.
The new sword sprites are interesting, I like them a bit more. The powered sword sprites make me think it's made of crystal or gemstone or something, which is also kinda cool. I thought the grappling hook was replaced, though? Might be remembering wrong though.
I like the new activation method for shining knight mode, although the sword looks a bit off when it's active.
The Blazter's new dart shots are also nice, barring the already-reported thingy with the spread. I like the way the big dart gets set to announce full charge, looks pretty cool. I thought the darts were kind of supposed to activate shot-activated switches though, so it's weird to see it spray all over instead of being more accurate as it was. I rarely play any map where you have to make precision shots for switches, but without the old wand and with a sprayed shot, it's gonna be a lot of tries to get one far away. If there's any map that requires precise far-switch-shooting in a short amount of time it's gonna be a bit tricky although not impossible. It's fun to kill stuff though, so that's a win, I am actually using it in battle now.
As for the new item crash system, it seems to work rather well, but need to test with more maps to see how it fares overall. So far I like it and didn't seem to be extremely scarce, so that's also nice. Was the torch's IC always that awesome, by the way? Because it murders stuff quite nicely and in a wide area.
Also, didn't manage to find enough drops of secondary item containers to try, but are POW versions still around?
Also I love the enemies exploding in bones and junk. I find it far more amusing than the typical ketchup overdose.
I would like to give a more in-depth review/commentary/praise, but I am a bit pressed for time lately, and I kinda put Doom to the side because of a nasty bug in GZDoom on Linux, so I am not playing it as much as I used to do. Still hyped for the release though, so will try to give it more love on my next free day. Also loving the hammer as much as always. It's just so satisfying to use.