Tigress Thunderblade [WIP]

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DeathIncarnate
Posts: 69
Joined: Thu Oct 16, 2014 1:57 am
Location: South Africa

Tigress Thunderblade [WIP]

Post by DeathIncarnate »

Tigress Thunderblade [WIP]



A fast-paced action shooter inspired by 80s retrowave and 90s comics, featuring a striking hand-drawn art style.
Step into the feral boots of Tigress, a relentless warrior cleaning the neon-soaked streets of chaos and mischief.

Story
(In Progress)

The Café
As you progress through the main story, you’ll unlock bonus missions.
These can be accessed from Tigress’ café, which also serves as her hidden base of operations — a quiet refuge between battles.


Features
* The game is a fast-paced bullet hell.
* Tigress can move freely while mid-air (air-control)
* Bosses have different attack patterns depending on difficulty. Additionally, bosses will telegraph their attacks, except on the hardest difficulty.
* Melee:
- Primary: Upfront attacks with your tomahawk will replenish your Fortitude (Health), if you're quick and brave enough to get up close and personal
- Secondary: Tomahawk Throw - Enemies killed by a thrown tomahawk will drop a special energy that fills your "ultimate melee attack" meter. Once enough of these has been collected from fallen enemies and your meter is full, the next attack will unleash a devastating barrage of tomahawks, so make sure that you don't waste that move on some lone, low-tier enemy.


Screenshots
Spoiler:
Game Manual / Read Me [WIP]
Spoiler:
Credits
Raees Kamaar / KingRay
Scripting
Level Design
Textures
Sprites
Graphics/Art

Ardat Lilitu
Tigress HUD portrait

Davester2296
Menu Theme
Last edited by DeathIncarnate on Thu Nov 13, 2025 3:41 pm, edited 3 times in total.
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Disonario
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Re: Tigress Thunderblade [WIP]

Post by Disonario »

artwork look so good, i hope everything goes well in your project
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DeathIncarnate
Posts: 69
Joined: Thu Oct 16, 2014 1:57 am
Location: South Africa

Re: Tigress Thunderblade [WIP]

Post by DeathIncarnate »

Thank you!
Protagonist Corvus
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Joined: Tue Jan 21, 2025 12:54 am

Re: Tigress Thunderblade [WIP]

Post by Protagonist Corvus »

This looks really good.. I will definitely follow the progress.
Good luck.
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DeathIncarnate
Posts: 69
Joined: Thu Oct 16, 2014 1:57 am
Location: South Africa

Re: Tigress Thunderblade [WIP]

Post by DeathIncarnate »

Gameplay test:
Spoiler:
Music
* Main Menu Theme: Under the Thunder (by DAR / Davester2296)
Full version here: https://youtu.be/A7HKWZo9ABQ
(Despite the video's description saying it's an Unreal Engine 5 game, this has since been changed to the UZDoom engine)

* Map Track: Avenger (by Karl Casey)
https://karlcasey.bandcamp.com/track/...

Majority of the sound effects are placeholders and will be replaced.

Showcase
Titlemap
Main Menu
HUD
Weapons
- Tomahawk
- Twin Pistols
- Carnage Cannon
- Shockwave Grenades
Keycards
Health pickups
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DeathIncarnate
Posts: 69
Joined: Thu Oct 16, 2014 1:57 am
Location: South Africa

Re: Tigress Thunderblade [WIP]

Post by DeathIncarnate »

Took a while, but finally got the pistol recreated. No longer the Berettas, but a signature sidearm for Tigress:
Twin Talons
Spoiler:
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DeathIncarnate
Posts: 69
Joined: Thu Oct 16, 2014 1:57 am
Location: South Africa

Re: Tigress Thunderblade [WIP]

Post by DeathIncarnate »

A mission inspired by (but not directly referencing) Wolfenstein and WW2.

Weapon:
A futuristic MG42 (simply named Buzzsaw)

Environment:
The snow-cave texture still needs some work.
Spoiler:
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DeathIncarnate
Posts: 69
Joined: Thu Oct 16, 2014 1:57 am
Location: South Africa

Re: Tigress Thunderblade [WIP]

Post by DeathIncarnate »

Started making the textures more comic-like:
Spoiler:
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DeathIncarnate
Posts: 69
Joined: Thu Oct 16, 2014 1:57 am
Location: South Africa

Re: Tigress Thunderblade [WIP]

Post by DeathIncarnate »

For stuff like level completion status and upgrades (if I do consider implementing upgrades), would Custom Inventory be the better option over CVars?
I've got a Quake-like intro map where you select a level, finish it, then another level will be accessible (while also being able to revisit older levels if the player wishes to with any newly acquired gear).
This just dawned on me because I've realised that if the player finishes a level or acquires a certain upgrade, CVars get saved. So if a player decided to start a new game or load a previous save where they didn't finish certain levels or haven't acquired any upgrades in that save, the CVar would give them a head start (which would not be the desired outcome).

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