DoomRL > Modding
HereticRL demo
Game Hunter:
--- Quote from: Ander Hammer on July 12, 2011, 19:53 ---If Game Hunter hadn't gotten to it first, I'd have designed a game with a different skill set, a different means of progression to differentiate it from a mere 'DoomRL clone'.
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I haven't yet looked into changing the current level-up system but I suppose that would certainly be yet another possibility. I'll keep it in mind.
--- Quote from: Ander Hammer on July 12, 2011, 19:53 ---What exactly does the torch do?
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It's supposed to increase your vision (like Cateye), although it wouldn't be very noticeable on that map, heh.
EDIT: I'd just like to note that any input into the development stages would be appreciated, as well. So far I've already completed the weapons and items in full (although not all of them are ideally constructed due to game/coding limitations) and am currently getting bosses done, then I'll be moving on to fleshing out what kind of additional map-like tiles should appear (fire/ice walls and floors, pods and pod generators, painted windows you have to break, etc), at which point I can really work on some more interesting maps. Afterwards, I'll begin to work with the multi-level/scrolling modules to make a full, playable episode. Whether or not there will be randomly-generated maps I'm not sure (I'd have to work closely with some of the more astute modders to figure out how to hack the generator to suit HRL's needs), although it would certainly increase replayability in the long-term.
If you have suggestions, criticisms, or the like, you can reply here, or you can go to the Chaosforge IRC channel, where I try to reside as often as I can.
Ander Hammer:
As for my input on how leveling up works - sort of a mix between DoomRL's traits and traditional RPG level-ups. Maybe a few points per level and different 'trees' based on the elements, since you're a magic elf person. All of them would have some utility, and each might have a few weapon types linked to them with a simple mastery skill for flexibility and customization. Other things involve, for example, Fire reducing the effects of lava or increasing splash damage, Water providing defense and quicker/more shots, Air for speed bonuses and maybe a 'master trait' that gives you permanent 'ghost' status (another Heretic thing that changes the game - ghosts immune to some weapons, and maybe in HereticRL they're more vulnerable to others), Earth for more passive defense... stuff like that.
sklres:
It doesn't work on Linux, because paths on Linux are case sensitive. I had to rename all files in the sound directory to match those in heretic_sound.lua to get it to run. Also, the command to run the mod on Linux should contain slashes (/) not backslashes (\).
I really like the level design - especially the double-wide corridors. It feels like a finished game, not a demo ;)
Could you make gargoyle & warrior projectiles move a little faster? A few times I moved while a projectile was still in the air, which allowed them to take free shots at me.
Game Hunter:
@sklres: I fixed up the sounds. I'll consider speeding up the projectiles in other versions, but I'm going to leave this current version as-is.
If you want to see progress, check in the IRC channel periodically. I'm gonna try to pump out another map this weekend and link it over there.
Game Hunter:
Since people have been asking about this mod, I'm going to bump the thread.
--- Quote from: tinyrodent on January 23, 2012, 11:29 ---What's the status of HereticRL? ;)
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Well, it's not updated for 0.9.9.5, that's for sure. I think I mentioned in another thread that I was going to try and get a demo for people to check out soon: that is still in the works. As for actual content, this is what it looks like:
* Enemies: Everything requires AI (admittedly the biggest part); still need to design boss stats. (As it turns out, the bosses basically needed special AI to function properly, so it's probably good that I didn't make them.) I might end up using a lot of the game's AI anyway, we'll see.
* Items: Done. Some will probably want or require some rewrites due to the new capabilities of the game but everything's at least written out. There are no exotics/uniques at this time: this might change, but I wouldn't expect it for an initial release.
* Levels:
* The demo map, The Docks, was finished long ago.
* Since multi-level maps (see Simon-v's module sitcky) aren't "legit", I'll be attempting to design my own generator with unique changes from the base game's. (These have yet to be started but I am already chock full of ideas.)
* Since it's going to be similar to DoomRL in random/special levels, I still need to come up with the specials. They will likely be based on original levels from the game.
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