DOOMablo: a looter-shooter DOOM (v0.1.4a - More hotfixes)
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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.
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: DOOMablo: a looter-shooter DOOM (v0.9a)
Probably worth lowering the maximum HP that an enemy can receive, and more stringently for boss monsters. I've seen upwards of 10x and that's bad enough on weaker enemies, worse for angels since they normally have lower HP to compensate for their swarming potential. In general I'm going to say that +damage (or bulk for shotguns and volatile for rocket launchers) is the #1 mod on weapons followed by % to not consume ammo and mag size to sustain fire for much longer. For armor, fixed damage reduction and above average % damage reduction and you're set, ideally also enhanced repairability but that's less necessary with scrapping.
On the whole weapon slot thing, I'm not sure about weapons taking up arbitrary slots or anything silly, but I appreciate having a choice of both shotgun types now and same for the SMG and minigun. A system like BorderDoom or DRLA of just having a weapon count limit no matter the type would work fine too.
EDIT: Maybe remove the lowered chance for blink without LoS, MAP07 just had one of the mancubi teleport in with the arachnotrons. If it was a different map that'll be a major annoyance, here I can at least jump to the exit.
EDIT2: Occasionally I get some kind of damage debug message when particular enemies are taking damage, not sure which ones. I'm also moving onto DoomRL Monsters, that particular mod could allow interesting extras like having progressive tie into its adaptive difficulty mode, maybe a "legendary" modifier to give the enemies their more deadly attacks from LegenDoom Lite.
On the whole weapon slot thing, I'm not sure about weapons taking up arbitrary slots or anything silly, but I appreciate having a choice of both shotgun types now and same for the SMG and minigun. A system like BorderDoom or DRLA of just having a weapon count limit no matter the type would work fine too.
EDIT: Maybe remove the lowered chance for blink without LoS, MAP07 just had one of the mancubi teleport in with the arachnotrons. If it was a different map that'll be a major annoyance, here I can at least jump to the exit.
EDIT2: Occasionally I get some kind of damage debug message when particular enemies are taking damage, not sure which ones. I'm also moving onto DoomRL Monsters, that particular mod could allow interesting extras like having progressive tie into its adaptive difficulty mode, maybe a "legendary" modifier to give the enemies their more deadly attacks from LegenDoom Lite.
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Re: DOOMablo: a looter-shooter DOOM (v0.9a)
I may be a bit smooth brained but when I try this mod out I don't get any ui pop ups for what I'm looking at. Im using the latest gzdoom.
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Re: DOOMablo: a looter-shooter DOOM (v0.9a)
Copied from my response over on the Doomworld forum:
Depends on what the screen size is set to. Some mods seem to need it set to 10 and some only look right set to 11. I have it set to 11 for DOOMablo.
If anyone else here is new to GZDoom and need to know this, just go to the options menu, pick "Display Options" and set "Screen Size" to 11. But some mods, like Bring Your Own Class, work better with it set to 10.
And at the moment, DOOMablo cannot work with any mod that changes the weapons. Right now, only vanilla Doom weapons will work. That means no Brutal Doom, no Project Brutality, no Alice: Toys of Madness and it definitely means no non-Doom IWADs like Heretic, Hexen or the like. IIRC, Freedoom probably worked.
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Re: DOOMablo: a looter-shooter DOOM (v0.9a)
Yeah, I need to fix this someday.
There initially was a pop-up "use different screen size please" shown on unsupported screen size, but it messed with auto-map screen and thus got removed.
By the way, I'll be off for a couple of days, so expect no updates in the meantime (this week at least).
Currently I'm working on BFG in the spare time, and it's more difficult than I've expected, mostly because I want to make some BFG-specific quirks with affixes.
I'm also considering removing "max damage" altogether (or nerf it severely) and tie this stat to the weapon's level. Not sure if it will work gameplay-wise.
There initially was a pop-up "use different screen size please" shown on unsupported screen size, but it messed with auto-map screen and thus got removed.
By the way, I'll be off for a couple of days, so expect no updates in the meantime (this week at least).
Currently I'm working on BFG in the spare time, and it's more difficult than I've expected, mostly because I want to make some BFG-specific quirks with affixes.
I'm also considering removing "max damage" altogether (or nerf it severely) and tie this stat to the weapon's level. Not sure if it will work gameplay-wise.
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Re: DOOMablo: a looter-shooter DOOM (v0.9a)
Remembering from Borderlands, (and the way item base stats for Diablo were laid out) I think base damage should scale up with the item level even for common items - from here a max damage nerf I think sounds better so it can accommodate this changesidav wrote: ↑Thu Nov 07, 2024 5:48 am Yeah, I need to fix this someday.
There initially was a pop-up "use different screen size please" shown on unsupported screen size, but it messed with auto-map screen and thus got removed.
By the way, I'll be off for a couple of days, so expect no updates in the meantime (this week at least).
Currently I'm working on BFG in the spare time, and it's more difficult than I've expected, mostly because I want to make some BFG-specific quirks with affixes.
I'm also considering removing "max damage" altogether (or nerf it severely) and tie this stat to the weapon's level. Not sure if it will work gameplay-wise.
I remember in Borderlands particularly, a gun with the same exact parts and rarity between 2 levels only has the damage at all change. Of course, common weapons become far less viable pretty much immediately as the levels rise compared to other rarities - that said, what do you think of potentially extending the max level past 100? Because personally, I'd say I very well like the possibility of getting an OP weapon towards the end if the game (especially if to face often OP opponents as well)
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Re: DOOMablo: a looter-shooter DOOM (v0.10a - Oh, yes)
I think you wanted it!
The new version is here. The most important change: the BFG is now here, up and running in two flavors with its own 10 affixes!
It took a long time, because BFG is unique in how it works.
I think I'll gather the feedback for it and fix whatever I find (there will be bugs, because of many lines of custom logic code), after that I'll experiment with the weapon damage related to its level, as we discussed above.
The new version is here. The most important change: the BFG is now here, up and running in two flavors with its own 10 affixes!
It took a long time, because BFG is unique in how it works.
I think I'll gather the feedback for it and fix whatever I find (there will be bugs, because of many lines of custom logic code), after that I'll experiment with the weapon damage related to its level, as we discussed above.
Spoiler: What's new.
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Re: DOOMablo: a looter-shooter DOOM (v0.10a - Oh, yes)
While there's no new version yet, let me share some thoughts about the current progress.
Tl;dr: the changes are more in-depth than I expected and I need someone to test it before I make a version.
Tl;dr: the changes are more in-depth than I expected and I need someone to test it before I make a version.
Spoiler: Long read about me being a newbie game designer
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Re: DOOMablo: a looter-shooter DOOM (v0.10a - Oh, yes)
Took a little break from Doom to play other things, but I was working on a playthrough of the latest version with the BFGs. I had to take a break though, cause I was getting absolutely HAMMERED by monsters, even with the support of the newly added BFGs. I'd have to agree about redoing the balance, cause even the lower tiered baddies were becoming an issue the farther through I got. Only got partway through map 9 of Doom 2 before I stepped away. I'm definitely interesting in giving the rework a whirl, though I'm not entirely certain when I'll have the time. Is the level-scaling-rework branch good to go, or are there things you want to iron out before I should bother taking a dive into it? Great work as always!
Edit: Derp. Forgot to give feedback on the BFGs overall. Unfortunately, by the time the BFG comes into play, the monsters are already outpacing you, so it made the BFGs feel slow, too expensive, and very underwhelming. Seeing as I only made it to map 9, they were also rare enough that I wasn't able to find a decent one in the time I was playing either. I'm certain the damage overhaul will solve most of these issues however.
Edit: Derp. Forgot to give feedback on the BFGs overall. Unfortunately, by the time the BFG comes into play, the monsters are already outpacing you, so it made the BFGs feel slow, too expensive, and very underwhelming. Seeing as I only made it to map 9, they were also rare enough that I wasn't able to find a decent one in the time I was playing either. I'm certain the damage overhaul will solve most of these issues however.
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Re: DOOMablo: a looter-shooter DOOM (v0.10a - Oh, yes)
Hello, thanks for the answer!stainedofmind wrote: ↑Sun Dec 08, 2024 6:33 pm I'm definitely interesting in giving the rework a whirl, though I'm not entirely certain when I'll have the time. Is the level-scaling-rework branch good to go, or are there things you want to iron out before I should bother taking a dive into it?
No, the current branch you mentioned is by no means ready. The whole list of broken things from my previous message is broken there, and some weapons are not scaled yet (like the BFG itself, haha). I think the game will be even more messy in this current state, so wait for some time please. I will put some tag on the branch when it's playable, maybe will make a pre-release build on the github page.
By the way, currently I'm considering how should I better do the new leveling.
If I make experience levels for the player (without any stats/upgrades yet), how should the monsters be leveled then? Should their level depend on yours? Like, level 5 zombies will spawn only if you have level 5? Or should I make this tied to the level number, so that you face lvl1-3 monsters on MAP01 and lvl97-100 on MAP32? Or, maybe, you'll simply have to select the "map level" yourself on the level start? This is the top priority thing to decide, because everything else depends on that.
For the current release version maybe I should temporarily nerf monsters' HP bonuses so that the game will be more playable while I rework the systems, what do you think?
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Re: DOOMablo: a looter-shooter DOOM (v0.10a - Oh, yes)
Will you add tiered progression on the monsters in the next update?
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Re: DOOMablo: a looter-shooter DOOM (v0.10a - Oh, yes)
Currently working exactly on that. Still not sure how exactly it should work to be interesting, so it's more experimentation and less implementation.YukesVonFaust wrote: ↑Mon Dec 09, 2024 6:19 pm Will you add tiered progression on the monsters in the next update?
To answer the question directly: yes, I think I won't release any new updates before a new progression system is there.
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Re: DOOMablo: a looter-shooter DOOM (v0.10a - Oh, yes)
What if you did it like in the Dead Island games, where the player levels up over time and all the weapons and enemies are at the same level as the player? And when you level up, you gain more maximum health and you can hold more ammo.
Maybe combine DOOMablo with GunBonsai. Wait... is GunBonsai open-source?
Maybe combine DOOMablo with GunBonsai. Wait... is GunBonsai open-source?
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Re: DOOMablo: a looter-shooter DOOM (v0.10a - Oh, yes)
Here's the test one if you wish to test. It's not finished, so it's not really a release.
https://github.com/sidav/doomablo/relea ... prerelease
Initially, I've made a EXP-based leveling system. Kill monsters, get exp, level up, repeat. Drops and monsters' levels depend on your EXP level.
But it creates some problems. The most important problem I faced is: how to ensure that you always are equipped for your level? You can kill monsters and gain levels, but you're not guaranteed to have the loot. In other words, monsters' numbers ramp up (and you can't do anything to stop it), but your weapons' levels not necessarily do.
So I decided to stick with the books, but reworked them to be more balanced given the new numbers. The main idea is that if the things are becoming more difficult for you, you just stop picking those books up until you find better loot. It's not really good solution, but at least it's better than facing gazillion HP zombies with bad items. I think the monsters should have some kind of progress even if you don't pick the books up. I'll think what can be done.
If the books idea works, I'll make it possible to scrap them so that you have a mechanism for getting rid of unneeded books.
Exact changes are listed on the prerelease page.
https://github.com/sidav/doomablo/relea ... prerelease
Initially, I've made a EXP-based leveling system. Kill monsters, get exp, level up, repeat. Drops and monsters' levels depend on your EXP level.
But it creates some problems. The most important problem I faced is: how to ensure that you always are equipped for your level? You can kill monsters and gain levels, but you're not guaranteed to have the loot. In other words, monsters' numbers ramp up (and you can't do anything to stop it), but your weapons' levels not necessarily do.
So I decided to stick with the books, but reworked them to be more balanced given the new numbers. The main idea is that if the things are becoming more difficult for you, you just stop picking those books up until you find better loot. It's not really good solution, but at least it's better than facing gazillion HP zombies with bad items. I think the monsters should have some kind of progress even if you don't pick the books up. I'll think what can be done.
If the books idea works, I'll make it possible to scrap them so that you have a mechanism for getting rid of unneeded books.
Exact changes are listed on the prerelease page.
Spoiler: The questions for you testers areThanks for your attention to my mod!
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Re: DOOMablo: a looter-shooter DOOM (v0.10a - Oh, yes)
Updated the test build The link is the same: https://github.com/sidav/doomablo/relea ... prerelease
One of the things I want to ensure is that you'll always get enough books whilst not being overwhelmed by them. In other words, you should always get at least some amount of books each level, but you shouldn't be on level 100 on 10th map at the same time. This update addresses that.
First of all, books now have fully separate drop mechanic. It means that the monster can drop a book even if it didn't roll to drop any loot. It also means you'll have more artifact drops than before, because those books were on the list of "what to drop" roll variants before, which is not the case anymore.
Second, you're guaranteed to get at least 2 books per level (given that you kill the monsters). You'll also get no more that 4 books per level, but this amount is not final yet, I think it may be raised.
Third, and irrelevant, there's a minor gimmick now: books now heal you for 25 HP.
I hope it will make the inferno level gaining speed smooth enough.
One of the things I want to ensure is that you'll always get enough books whilst not being overwhelmed by them. In other words, you should always get at least some amount of books each level, but you shouldn't be on level 100 on 10th map at the same time. This update addresses that.
First of all, books now have fully separate drop mechanic. It means that the monster can drop a book even if it didn't roll to drop any loot. It also means you'll have more artifact drops than before, because those books were on the list of "what to drop" roll variants before, which is not the case anymore.
Second, you're guaranteed to get at least 2 books per level (given that you kill the monsters). You'll also get no more that 4 books per level, but this amount is not final yet, I think it may be raised.
Third, and irrelevant, there's a minor gimmick now: books now heal you for 25 HP.
I hope it will make the inferno level gaining speed smooth enough.
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Re: DOOMablo: a looter-shooter DOOM (v0.10a - Oh, yes)
Gonna start giving this a run though, but I had an idea pop into my head. Instead of books automatically applying, you could have them be an inventory item that the player needs to use. Will let you know how things go.