Hell-Forged - Version 2.00 (Necrodemon completed - P19)

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
Doominer441
Posts: 163
Joined: Thu Oct 24, 2013 9:04 pm

Re: Hell-Forged - Version 2.00 (Striga p.12)

Post by Doominer441 »

Are you going to be redoing the Ghast sprites, or are those good as is?
User avatar
Amuscaria
Posts: 6575
Joined: Mon Jul 26, 2004 12:59 pm
Location: Growing from mycelium near you.

Re: Hell-Forged - Version 2.00 (Striga p.12)

Post by Amuscaria »

Completed:

Image
-------------------------------------------------------
@Doominer441: I'm planning to add a attack, pain, and possession animation, so about 6-7 frames. Otherwise it stays as is.
User avatar
Doominer441
Posts: 163
Joined: Thu Oct 24, 2013 9:04 pm

Re: Hell-Forged - Version 2.00 (Hemodemon p.14)

Post by Doominer441 »

I love how alien and monstrous it looks! The blood enemies color scheme was a good choice.
User avatar
ActionAlligator
Posts: 82
Joined: Sat Mar 18, 2017 6:34 am

Re: Hell-Forged - Version 2.00 (Hemodemon p.14)

Post by ActionAlligator »

looks almost like an organic shuttle or something from the back, vroom vroom =D but seriously, looks really cool!
User avatar
giuseppemoghadam1984
Posts: 37
Joined: Fri Jan 29, 2021 12:35 am

Re: Hell-Forged - Version 2.00 (Striga p.12)

Post by giuseppemoghadam1984 »

This one is a real beaut! I love how it's familiar enough to be recognizable as a relative of the cacodemon, but different enough to be something new. I do think that something called the hemodemon should bleed more when killed, just to be thematic. All in all, it's a great-looking character, incredible job as always!
User avatar
Amuscaria
Posts: 6575
Joined: Mon Jul 26, 2004 12:59 pm
Location: Growing from mycelium near you.

Re: Hell-Forged - Version 2.00 (Striga p.12)

Post by Amuscaria »

giuseppemoghadam1984 wrote:This one is a real beaut! I love how it's familiar enough to be recognizable as a relative of the cacodemon, but different enough to be something new. I do think that something called the hemodemon should bleed more when killed, just to be thematic. All in all, it's a great-looking character, incredible job as always!
The thing can go into "Bloodlust". Each time it hits a bleeding actor with the projectile, it gets 1 bloodlust token. It will then spend 1 on the next attack to double its damage. It can store up to ten.
User avatar
giuseppemoghadam1984
Posts: 37
Joined: Fri Jan 29, 2021 12:35 am

Re: Hell-Forged - Version 2.00 (Hemodemon p.14)

Post by giuseppemoghadam1984 »

Ah, interesting! Sounds like a fun mechanic, although it sounds like an absolute nightmare to code. Are you using ZScript or DECORATE? (I never inspected the code from the first Hell-Forged beyond ogling at the actor sprites and wall textures so I wouldn't know)
User avatar
ActionAlligator
Posts: 82
Joined: Sat Mar 18, 2017 6:34 am

Re: Hell-Forged - Version 2.00 (Hemodemon p.14)

Post by ActionAlligator »

Ooooo, interesting! By 'bleeding' actor, do you just mean one that's damaged, or are you adding 'bleed' dots to attacks and/or environments etc.?

And also, if you're able to answer this, how do the blood weapons interact with blood enemies? Do they do less dmg because "same element"? Or does it maybe feed their 'bloodlust' because it's throwing what I assume to be blood at them? And I'm guessing venom enemies are going to be resistant to venom weapons? Or maybe can't be melted like other enemies? Appreciate your response as always :)
User avatar
Amuscaria
Posts: 6575
Joined: Mon Jul 26, 2004 12:59 pm
Location: Growing from mycelium near you.

Re: Hell-Forged - Version 2.00 (Hemodemon p.14)

Post by Amuscaria »

@giuseppemoghadam1984:

Actually it was very simple to code, even in Decorate:

Code: Select all

ACTOR HemodemonBall1
{
  Radius 6
  Height 12
  Speed 20
  FastSpeed 25
  Damage 5
  Projectile
  +RANDOMIZE  
  RenderStyle ADD  
  SeeSound "hemodemon/launch"
  DeathSound "hemodemon/explode"
  States
  {
  Spawn:
    BAL6 AB 4 Bright
    Loop 
  Crash:	
  Death:    
    BAL6 CDEFG 4 Bright	
	Stop	
  XDeath:
    BAL6 C 4 Bright A_GiveToTarget("BloodLustToken",1)
    BAL6 DEFG 4 Bright	
    Stop
  }
}
A projectile's "target" pointer is the actor that fired it. I just use the XDeath state, which for projectiles is when it its a bleeding actor, give the target an item. Then I just call a A_JumpIfInventory() for the Hemodemon's attack to a second missile state.
---------------
@ActionAligator: There is no interaction with blood enemies and blood weapons at the moment. I don't intend there to be one. The Blood weapons are there to gib the lower tier undead so they stay dead.
User avatar
giuseppemoghadam1984
Posts: 37
Joined: Fri Jan 29, 2021 12:35 am

Re: Hell-Forged - Version 2.00 (Hemodemon p.14)

Post by giuseppemoghadam1984 »

I see! It sounded a lot harder to code than it actually was, I guess. While we're on the topic of code, how did you make that laser weapon in HF 1 (I think it was the Caster)? What I thought was cool about it was that it always pointed in the direction you were shooting, so it would never "break up" for lack of a better term (if you've ever made a laser weapon in a WAD that's basically just a rapid-fire railgun and then looked around really fast, you'll know what I mean). That thing is basically wizardry. How did you do it?
User avatar
ActionAlligator
Posts: 82
Joined: Sat Mar 18, 2017 6:34 am

Re: Hell-Forged - Version 2.00 (Hemodemon p.14)

Post by ActionAlligator »

ohhhh, I get what you mean by bleeding actor now, doh lol. you mean an actor that can bleed when hit, my bad.

and about blood weapons, ah ok. so blood enemies just interact with blood tiles and enemies that can bleed to get bonuses etc.?
User avatar
Amuscaria
Posts: 6575
Joined: Mon Jul 26, 2004 12:59 pm
Location: Growing from mycelium near you.

Re: Hell-Forged - Version 2.00 (Hemodemon p.14)

Post by Amuscaria »

@giuseppemoghadam1984

I didn't do it. That's Comet1337's ZScript sorcery. :D

@ActionAligator

There are currently no plans to add any special interactions between the blood-theme enemies and the blood weapon.
User avatar
ActionAlligator
Posts: 82
Joined: Sat Mar 18, 2017 6:34 am

Re: Hell-Forged - Version 2.00 (Hemodemon p.14)

Post by ActionAlligator »

yeah, sorry, I got that. I was just asking if all blood enemies interact with blood tiles (textures on floor) and the player when they dmg him? all blood enemies get blood tokens from doing dmg, or different blood enemies get different bonuses or? sorry if i ask too many questions
whatup876
Posts: 228
Joined: Mon Feb 27, 2017 10:17 am

Re: Hell-Forged - Version 2.00 (Striga p.12)

Post by whatup876 »

That Hemodemon spriteset an amazing design because it's different from the regular Caco that it's its own thing.
In a way, it reminds me of modern Doom (specially Eternal's Pain Elemental) because of the mouth and some "layers" or how you descrive some parts.
But even besides the back holes, you also have what looks like tentacle thingies and those glowing circles that the classic Caco also had. (the ones that turn blue where it fires but are usually like brown)
It's both very unique yet also fitting from the "family" it's part of.
User avatar
Amuscaria
Posts: 6575
Joined: Mon Jul 26, 2004 12:59 pm
Location: Growing from mycelium near you.

Re: Hell-Forged - Version 2.00 (Hemodemon p.14)

Post by Amuscaria »

ActionAlligator wrote:yeah, sorry, I got that. I was just asking if all blood enemies interact with blood tiles (textures on floor) and the player when they dmg him? all blood enemies get blood tokens from doing dmg, or different blood enemies get different bonuses or? sorry if i ask too many questions
Oh sorry, brain-fart on my end. I thought for some reason my earlier post didn't go through and was replying to the same question, because I can't read. :P

Only 1 enemy is intended to have a interaction with a blood floor, and that's the Striga, since it would make send. I haven't implemented anything yet since I'm unsure if have dozens of enemies constantly checking for what floor tile they're standing on is performant or not. Will need to do some testing.

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