[WIP] Might & Magic VII in DOOM

For Total Conversions and projects that don't otherwise fall under the other categories.
Forum rules
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.
User avatar
DOOMERO-21
Posts: 1423
Joined: Wed Jan 02, 2008 10:02 pm
Location: Chile

Re: [WIP] Might & Magic VII in DOOM

Post by DOOMERO-21 »

Very nice, remember me Dark Souls
User avatar
Tormentor667
Posts: 13548
Joined: Wed Jul 16, 2003 3:52 am

Re: [WIP] Might & Magic VII in DOOM

Post by Tormentor667 »

Awesome
User avatar
SamVision
Posts: 2425
Joined: Tue Apr 13, 2010 4:47 pm
Location: Behind You

Re: [WIP] Might & Magic VII in DOOM

Post by SamVision »

Toss in some custom weapons made with Daggerfall sprites and you'd have a stabbing good time.
User avatar
AlpacaNox
Posts: 17
Joined: Sat Jul 07, 2018 9:02 pm

Re: [WIP] Might & Magic VII in DOOM

Post by AlpacaNox »

Hello everyone! Since quite a few people pointed out the need of new weapons / pickups I decided to merge that with the resources from Witchaven Not everything will be taken from that game, not at all, I am using it as sort of a base for future things. Here are some videos of progress and what's available in the current build:


User avatar
SamVision
Posts: 2425
Joined: Tue Apr 13, 2010 4:47 pm
Location: Behind You

Re: [WIP] Might & Magic VII in DOOM

Post by SamVision »

That looks really cool, though some Doom graphics feel a bit jarring like the keycards. Did Witchaven have any shield sprites? I think a shielding mechanics could fit right in.
User avatar
AlpacaNox
Posts: 17
Joined: Sat Jul 07, 2018 9:02 pm

Re: [WIP] Might & Magic VII in DOOM

Post by AlpacaNox »

SamVision wrote:That looks really cool, though some Doom graphics feel a bit jarring like the keycards. Did Witchaven have any shield sprites? I think a shielding mechanics could fit right in.
The second game introduced shields and the ability to dual wield things, athough I haven't looked through the content of it yet (only the 1st game) but planning to. All the original Doom sprites are going to be replaced later on, it just wasn't a priority as for now, plus not sure yet with what I am going to substitute things. (keys for example can be turned into gems or any other items).
Cheers
User avatar
SamVision
Posts: 2425
Joined: Tue Apr 13, 2010 4:47 pm
Location: Behind You

Re: [WIP] Might & Magic VII in DOOM

Post by SamVision »

You can turn keycards into big keys and you can keep skull keys as is. Fantastic project by the way, the potential is pretty great.
User avatar
Zan
Posts: 338
Joined: Sat Oct 22, 2016 12:43 pm
Location: The depths of Hedon.

Re: [WIP] Might & Magic VII in DOOM

Post by Zan »

Oh, God, this is shaping up quite awesomely, can't wait to see more
Never thought I'd experience the M&M feel again on something new
User avatar
AlpacaNox
Posts: 17
Joined: Sat Jul 07, 2018 9:02 pm

Re: [WIP] Might & Magic VII in DOOM

Post by AlpacaNox »


Little update. Imported several original fonts, polished the menu, a bit better widescreen support. Now the corpses are pick-up-able, planning on to make a little hub in future to allow player to buy/upgrade things but since learning ACS on the go don't know how much time that will require.
Zan wrote:Oh, God, this is shaping up quite awesomely, can't wait to see more
Never thought I'd experience the M&M feel again on something new
SamVision wrote:You can turn keycards into big keys and you can keep skull keys as is. Fantastic project by the way, the potential is pretty great.
Thank you!
User avatar
AlpacaNox
Posts: 17
Joined: Sat Jul 07, 2018 9:02 pm

Re: [WIP] Might & Magic VII in DOOM

Post by AlpacaNox »


Testing FMVs, added basic experience system.

Last edited by AlpacaNox on Tue Dec 25, 2018 3:27 pm, edited 2 times in total.
User avatar
AlpacaNox
Posts: 17
Joined: Sat Jul 07, 2018 9:02 pm

Re: [WIP] Might & Magic VII in DOOM

Post by AlpacaNox »

User avatar
AlpacaNox
Posts: 17
Joined: Sat Jul 07, 2018 9:02 pm

Re: [WIP] Might & Magic VII in DOOM

Post by AlpacaNox »


(the inn dialogue is a test for passing scripts along the conversation lines, that one levels up the character at the end of the conversation and then switches state to the next scenario(which is empty))
Little update:
+instanced interiors
+ACS based ui
+context-based actions (interior menu)
User avatar
Tormentor667
Posts: 13548
Joined: Wed Jul 16, 2003 3:52 am

Re: [WIP] Might & Magic VII in DOOM

Post by Tormentor667 »

I love it! Really awesome stuff you are coming up with here!
User avatar
AlpacaNox
Posts: 17
Joined: Sat Jul 07, 2018 9:02 pm

Re: [WIP] Might & Magic VII in DOOM

Post by AlpacaNox »

A few screenshots:
https://imgur.com/a/xGt1ZFm
Spoiler:
User avatar
Anerag
Posts: 1
Joined: Wed Jan 02, 2019 2:28 pm

Re: [WIP] Might & Magic VII in DOOM

Post by Anerag »

Return to “TCs, Full Games, and Other Projects”