[0.3.1] Indestructable: second wind/death rage mechanic
Posted: Sat Jul 30, 2022 8:29 pm
by ToxicFrog
This minimod adds a mechanic inspired by War of Attrition's "Death Rage" and the "Second Wind" mechanic found in some modern FPS games: when you take lethal damage, instead of dying, you instead become an unstoppable engine of destruction. The effect is short-lived and has limited uses, however, and once you run out, your next death is for real.
I designed this when playing a lot of Map Order Shuffle with Compendium, Lexicon, and pistol starts; I'm not good enough to reliably pistol-start all those maps and wanted some sort of extra lives mechanic, but not the "respawn at the start of the level" kind. Thus, this mod. It should be compatible with just about anything, and I've tested it with a variety of gameplay mods and TCs without issues.
It also has a bunch of configuration options so you can adjust how powerful the effect is, how many times it can trigger, and how extra lives are earned to your liking.
I play through one of the Claustrophobia 1024 vol. 3 maps deliberately badly to show off the mod in action.
Re: [0.2.0] Indestructable: second wind/death rage mechanic
Posted: Sun Jul 31, 2022 10:17 am
by mamaluigisbagel
This is possibly because I'm using a dev build, but when I try to load the addon, I get this crash.
EDIT: I think its because I didn't notice the required mod. May want to make that a bit more obvious
Re: [0.2.0] Indestructable: second wind/death rage mechanic
Posted: Sun Jul 31, 2022 10:50 am
by ToxicFrog
I've made the note about that on the release page more prominent, thanks.
I really wish zscript had a better solution to shared dependencies than a choice between "put it in a separate pk3 and crash on startup if it's missing" and "bundle it with every mod that uses it but rename every single class to avoid conflicts if multiple mods depend on it". Maybe someday...
Re: [0.2.0] Indestructable: second wind/death rage mechanic
Posted: Sun Jul 31, 2022 11:50 am
by mamaluigisbagel
Hopefully, but time will tell.
Will btw add I don't know if your mod "Laevis" has a topic of its own, but wanted to say I'm loving it so far! Glad I looked around that github a bit more.
Re: [0.2.0] Indestructable: second wind/death rage mechanic
Posted: Sun Jul 31, 2022 12:32 pm
by ToxicFrog
mamaluigisbagel wrote:Hopefully, but time will tell.
Will btw add I don't know if your mod "Laevis" has a topic of its own, but wanted to say I'm loving it so far! Glad I looked around that github a bit more.
It doesn't yet, because I'm still putting the finishing touches on v0.8, recording a demo video, swapping out the working name for the real name, etc -- I hope to release it officially later today. I'm glad you're enjoying it!
Re: [0.2.0] Indestructable: second wind/death rage mechanic
Posted: Sun Jul 31, 2022 2:07 pm
by Spaceman333
This is awesome, definitely putting this into my autoload as a permanent addon.
Normally when I die in Doom I need to reload an autosave that requires me to then retread the steps I took before I died - which all feels bothersome and lame, especially when it was a cheap shot that killed me. This mod solves that perfectly, allowing me to stay in the action and enjoy the game, but still have some element of pushback to signal when I actually dun goofed vs got fragged by a sudden cheap shot.
Thank you for making and sharing this.
Btw that other mod (Laevis) sound awesome too, really excited when that gets released!
Re: [0.2.0] Indestructable: second wind/death rage mechanic
Posted: Sun Jul 31, 2022 7:24 pm
by ToxicFrog
Spaceman333 wrote:This is awesome, definitely putting this into my autoload as a permanent addon.
That makes me super happy! I make these mods primarily for my own enjoyment, but it always delights me to know that other people are enjoying them too.
Btw, Laevis has now been released (under its final name Gun Bonsai); the thread is here. It has optional integration with this mod (so you unlock Indestructable features as a player upgrade), but you can also just use both of them normally with no special integration.
Re: [0.2.0] Indestructable: second wind/death rage mechanic
Posted: Wed Aug 03, 2022 5:54 am
by mamaluigisbagel
Is there any way to either customize the colors used for when you go into Indestructable or to use the invulnerability colors set in the options for it? The white and red REALLY hurts my eyes and makes it hard for me to use this mod.
Re: [0.2.0] Indestructable: second wind/death rage mechanic
Posted: Wed Aug 03, 2022 6:13 am
by ToxicFrog
mamaluigisbagel wrote:Is there any way to either customize the colors used for when you go into Indestructable or to use the invulnerability colors set in the options for it? The white and red REALLY hurts my eyes and makes it hard for me to use this mod.
Not at present, but I don't think it would be hard to add -- I can probably have 0.2.1 out sometime this evening.
It adds an option to change the visual effect on activation: in additional to the original red and white, you can choose inverse, desaturated, one of four different colours, or disable it entirely.
Release: 0.2.2
Posted: Sat Aug 06, 2022 9:42 am
by ToxicFrog
This is a bugfix release that removes a stray debug logging message from 0.2.1. Download here or in the OP.
Re: [0.2.2] Indestructable: second wind/death rage mechanic
Posted: Tue Aug 09, 2022 7:46 pm
by ToxicFrog
No changes to Indestructable itself, but the download page has been updated with a new version of libtooltipmenu that properly scales the tooltip text based on screen resolution.
Release: 0.2.3
Posted: Thu Aug 11, 2022 12:36 pm
by ToxicFrog
This is a bugfix release; Indestructable should now work properly with death exits and pistol starts, treating them the same as if you'd started a new game.
Re: [0.2.3] Indestructable: second wind/death rage mechanic
Posted: Fri Aug 19, 2022 10:03 pm
by Nems
Really digging this so far. It makes playing certain map(set)s a lot more tolerable. I do have a suggestion though. Could it be possible to have the option to choose between time stop and slow mode? I noticed that while under the effects of time stop you can't pick up anything (at least I couldn't when I was playing this with Doom Incarnate).
Looking forward to further development of this mod. <3
Re: [0.2.3] Indestructable: second wind/death rage mechanic
Posted: Sat Aug 20, 2022 7:22 am
by ToxicFrog
I'm really glad you're enjoying it!
The timestop effect shouldn't remove your ability to pick things up (or shoot, flip switches, or open doors) -- it only freezes (most) enemies and projectiles in place. So this is a weird interaction with Doom Incarnate specifically -- it works fine in vanilla, MetaDoom, etc.
Slow mode isn't something built into the engine¹; existing slow-motion effects do it by either rapidly toggling the Freeze effect on and off (e.g. Slomo Bullet Time, the "slow motion" effect as Freeze is wearing off) or by finding everything in the level and carefully adjusting its physics and interfering with its ability to process tics (e.g. Bullet Time X). So it's not as simple to implement as freeze, but it would be pretty cool to have, either as a builtin feature or as an optional integration with one of the existing slomo mods. I'll think about it, but don't expect it soon.
In the meantime, if you're playing with mods that don't respond properly to time freeze, you can always change the Indestructable settings to just give you invulnerability and bonus damage without stopping time.
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¹ ok, there's i_timescale, but that has a bunch of undesireable side effects