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So, I got really high about a week or so ago and had a random, stupid thought: what if all weapons shared the same ammo cache? Then, I had an even more wicked thought: what if there was no ammo, but instead, it all took away from your health? So before I could get sober enough to do otherwise, I programmed the bare basics using my little DECORATE knowledge and the power of the ZDoom Wiki. I have further ideas on where to take this mod, and it'll go beyond just a simple gameplay modification with new sprites, weapons, and enemies, hopefully... but I figured I would post the current, early version to see how people reacted first.
Here's what you should know about the current (and previous) version(s):
VERSION 0.1.5
===NEW FEATURES===
* Added sprites for Rocket Launcher and BFG9000.
* Added functionality to Super Shotgun.
VERSION 0.1.4
===BUG FIXES===
* Modified Plasma Gun sprites to get rid of left hand.
===NEW FEATURES===
* Changed Status Bar face to the one from Zombies!. It could use some work, but it works for what I want it for.
* Recolored arm sprite to match.
VERSION 0.1.3
===BUG FIXES===
* Fixed punching sprites to work properly with 16:9 aspect ratio.
===NEW FEATURES===
* Added Plasma Rifle replacement! A gun that shoots five bullets in a Contra-esque spread, but uses 5 ammo per shot too! Uses sprites for the Repeater from Realm667.
* New soulsphere and megasphere sprites courtesy of Realm667.
VERSION 0.1.2
===BALANCING===
* Berserk pack is replaced with Super Shotgun spawn so you can have it even in Doom 1 maps. May negatively affect balance so we'll see how it plays out.
===NEW FEATURES===
* Chaingun has undergone a complete overhaul into a semi-automatic weapon.
* Super Shotgun has new sprites and fires faster temporarily.
* New pickup sound for health bonuses that needs to be louder.
* Health bonuses are now red.
* I'm sure there's other things I did that I've since forgotten.
VERSION 0.1.1
===BUG FIXES===
* Weapons no longer break if switching weapons while punching.
* Punching sprites have been fixed for larger aspect ratios.
* Megasphere gives correct health and armor.
===BALANCING===
* Maximum health cap has been downgraded from 1500 to 1000.
* Medikits give 20 health instead of 25.
===NEW FEATURES===
* The shotgun has been replaced by the BioWeapon. (Working Title) It fires a small, faster imp ball currently. It'll be tweaked over time to be different.
* The order of weapons has been changed to the following:
1: BioWeapon
2: Super Shotgun
3: Chaingun
4: Rocket Launcher
5: Plasma Rifle
6: BFG9000
7: Chainsaw
* Blood has been replaced with a new particle effect from one of wildweasels mods. (With permission. I asked him a while back for another mod that never surfaced)
* Sparks using the same particle effect have been added to certain things like explosions.
VERSION 0.1
* All weapons act the same as the originals currently, but take from health instead of ammo.
* The Chainsaw is the only weapon that doesn't require health.
* There is no designated punch slot. The altfire for all other weapons is melee instead.
* The pistol has been removed, instead you start with the shotgun. The pistol is weak and useless and used the same amount of ammo anyway, plus it's nice to have a buff to deal with other drawbacks.
* All ammo has been replaced with health bonuses, medikits, or soulspheres.
* The zombieman and shotgunners both drop 1 health bonus instead of ammo.
* You begin a new game with 150 health instead of 100. (Starting health plus the pistol ammo)
* The ammo used by some weapons is changed; the super shotgun uses 3 health, the rocket launcher uses 5, and the plasma gun uses 2.
* Other minor additions I forgot.
Credits:
* The ZDoom Wiki for indispensable help
* cypherphage for a post that provided code I needed
* Freedoom for the punching sprites
* wildweasel for DECORATE code I used for blood and spark effects
* HacX for the BioWeapon sprites
* Realm667 for Super Shotgun, Chaingun, Rocket Launcher, Plasma Rifle, BFG9000, Soulsphere, and Megasphere replacement sprites
* Commander Keen/Commander Genius for health pickup sound
* Splatoon for sound effects
* Zombies! for the status bar face
Good catch, I completely forgot about the chainguns little quirk. Rather than change the amount of ammo a shot takes I'll probably modify the behavior instead.
I just played through half of doom2 with this, and while I love the concept (reminds me of satanic) it's feels too generous: with such a high cap of health the dual drain of taking and dealing hits isn't really felt. Plenty of times I was able to fearlessly use the rl in a close group. You might want to up the health drain of ammo, or lower the maximum HP, or maybe include a quake style health drain when over a cetain point, or some combination of any of those.
In minor bugs:
Chaingunners are dropping their chainguns, but everytime I run over them they stay (as well as many pickups just saying "You got a pickup" which I'm assuming is placeholder)
The Megasphere gives you 200 armor, but if you're over 200 health it does nothing to that value. I only mention as soul spheres will happily add 100 health to values over 200.
Again, I love the idea. You might want to add custom weapons or sprites in the future along the theme (bloodbags, hearts, et cetera)
whateve wrote:I just played through half of doom2 with this, and while I love the concept (reminds me of satanic) it's feels too generous: with such a high cap of health the dual drain of taking and dealing hits isn't really felt. Plenty of times I was able to fearlessly use the rl in a close group. You might want to up the health drain of ammo, or lower the maximum HP, or maybe include a quake style health drain when over a cetain point, or some combination of any of those.
First off, thanks for trying it out! I'm glad you were able to get enough time in to test how it works in the long run.
I was wondering if I'd set the maximum health a bit too high. Right now it's the total of all health and backpack ammo combined plus a hundred. Your suggestion about the Quake mechanic sounds helpful though. I may also move the cap down to 1000 rather than 1500 and take it from there.
In minor bugs:
Chaingunners are dropping their chainguns, but everytime I run over them they stay (as well as many pickups just saying "You got a pickup" which I'm assuming is placeholder)
The Megasphere gives you 200 armor, but if you're over 200 health it does nothing to that value. I only mention as soul spheres will happily add 100 health to values over 200.
Thanks, I'll address these next build.
Again, I love the idea. You might want to add custom weapons or sprites in the future along the theme (bloodbags, hearts, et cetera)
That's actually a future plan of mine, right now I want basic mechanics to be balanced well enough first though.
There is a bug where if i hold the altfire on the shotgun and take a new weapon,like the chaingun,i can't no more use the shotgun or switch weapon.I saw that the weapons don't left the decal on the wall like in normal doom and try to adapt the punch sprites at the 16:9 screen ratio.
InsanityBringer wrote:so uh does anyone else notice in the posted screenshot that the doomguy has two left hands
that's a bit worrying and it should probably be checked out
Yeah, I know about that. Right now I'm focused on getting the mod balanced and working before moving on to making new weapons and graphics to suit them.
@ZioMcCall That's not good, I'll see if I can't find the source of the issue when I get the chance.
I've fixed the punching sprites to look correct on 16:9 and 16:10 aspect ratio, as well as replaced the shotgun sprites with a HacX weapon I found to be suiting. Also, uh, in regards to the major bug and adding Quake degenerating health... as I've said before I'm not too good with DECORATE, does anyone have any idea what that bug could be and (Fixed the bug!) how I could have Quake degenerating health? Also, I've thought that if you get too low, you could regenerate health until you reach around 25 or so in case some maps aren't balanced enough for the mod.
I figured it best to shove a release out quickly since such a game breaking bug was in the first one. Changes that I've made in this version are as follows:
VERSION 0.1.1
===BUG FIXES===
* Weapons no longer break if switching weapons while punching.
* Punching sprites have been fixed for larger aspect ratios.
* Megasphere gives correct health and armor.
===BALANCING===
* Maximum health cap has been downgraded from 1500 to 1000.
* Medikits give 20 health instead of 25.
===NEW FEATURES===
* The shotgun has been replaced by the BioWeapon. (Working Title) It fires a small, faster imp ball currently. It'll be tweaked over time to be different.
* The order of weapons has been changed to the following:
1: BioWeapon
2: Super Shotgun
3: Chaingun
4: Rocket Launcher
5: Plasma Rifle
6: BFG9000
7: Chainsaw
* Blood has been replaced with a new particle effect from one of wildweasels mods. (With permission. I asked him a while back for another mod that never surfaced)
* Sparks using the same particle effect have been added to certain things like explosions.
Quite a few changes in this one. The chaingun has undergone an overhaul, as has the attack of the BioWeapon. The Super shotgun has new sprites too and attacks a bit faster for the moment. (It's temporary) The changes are listed below:
VERSION 0.1.2
===BALANCING===
* Berserk pack is replaced with Super Shotgun spawn so you can have it even in Doom 1 maps. May negatively affect balance so we'll see how it plays out.
===NEW FEATURES===
* Chaingun has undergone a complete overhaul into a semi-automatic weapon.
* Super Shotgun has new sprites and fires faster temporarily.
* New pickup sound for health bonuses that needs to be louder.
* Health bonuses are now red.
* I'm sure there's other things I did that I've since forgotten.
A bug has also come to my attention in that if you're straferunning, no attack will damage you. No matter how far I set the radius of the explosion this still happened, and I can't set it too far or it will damage enemies too. Any advice?
VERSION 0.1.3
===BUG FIXES===
* Fixed punching sprites to work properly with 16:9 aspect ratio.
===NEW FEATURES===
* Added Plasma Rifle replacement! A gun that shoots five bullets in a Contra-esque spread, but uses 5 ammo per shot too! Uses sprites for the Repeater from Realm667.
* New soulsphere and megasphere sprites courtesy of Realm667.
Death Egg wrote:A bug has also come to my attention in that if you're straferunning, no attack will damage you. No matter how far I set the radius of the explosion this still happened, and I can't set it too far or it will damage enemies too. Any advice?