DoomRL > Modding
How DOES one mod DoomRL?
GenTechJ:
Aye, hopefully there'll be quite a bit we can do via scripting (my class based TCs, Thomas's saving neighbours idea, etc).
As for zombie mods, I've had a few in mind myself. Something akin to Dead Rising, or if I can make it appropriately bad ass enough something dealing with Ash and Evil Dead/Army of Darkness. Can't go wrong with good zombie games or anything good that has Ash in it. I've also had something in mind like Left 4 Dead before I even heard about it, or the opening of Resident Evil Extinction (or Apocalypse, whichever one is the second movie) with the Umbrella Corp. military guys in the city blowing away zombies and looking out for each other against overwhelming odds.
I have too many things I want to do/play once modding becomes available. >.<
metroidRL:
--- Quote from: Thomas on February 02, 2009, 04:00 ---I was thinking of some TCs that were basically "Vanilla DoomRL, just with a different theme painted over it" until I familiarised myself with everything. The one that I've actually had my mind set on for a while now is one based on the SNES game "Zombies Ate My Neighbours".
But that one would require me to actually change DoomRL's game mechanics a little, as you need to save all the neighbours (Sometimes called "Victims") before the stairs down appears. That and there'd be an alternate lose condition (letting all 10 neighbours die), requireing me to mess around with the post mortem.
--- End quote ---
i love that game i play before this on my emulator of snes
Aki:
Since the 0.9.9 Beta's out, Can we beta testers get the jump on modding? :D
Sorry for the bumpage, but Given the relative size of this subforum...
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