Chaosforge Forum
General => Discussion => Topic started by: Shinr on March 21, 2013, 15:02
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My ideas for the hypothetical HexenRL (feel free to share your ideas):
Classes:
In DoomRL, the Classes in strict RPG terms are more like the three people who took the same class but invested in different skills, thus Marine is a sturdy soldier, the scout is an agile soldier and the techie is a smart soldier.
HexenRL should have more distinct classes, with very few-to-none shared advanced traits (or even basic ones if you go for extremes), exclusive equipment (The Mage will never lift a Fighter-only two-handed thunderhammer for example), different effects of common items like in the original game, same assembly recipes resulting in different things for different classes (Fighter: Steel Shaft + 2 Power mods = Halbert; Mage: Steel Shaft + 2 Power mods = Staff of Lighting) and so on.
Ammo:
Add Red Mana, to complete the RGB color theme with Blue and Green mana. Higher Tier weapons use two types of mana, while the Ultimate Three-Piece Weapons use all three.
Monsters:
As awesome as Hexen is, it lacks enemy variety compared to Doom 2. Importing monsters from both Heretic and Hexen 2 will provide that variety, in addition of adding extra variations of existing enemies,
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I recall vaguely that Game Hunter had a Heretic module in the works... maybe you could team up?
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I approve of this idea. A Heretic-meets-Hexen RL would be fantastic.
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HexeticRL :P
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Hexen had hubs. You could visit some levels again. I think it's possible now (Inferno module had special levels where you can come back to the previous lvl).
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Uh, technically it's not possible - only through a hack.
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That was probably my favorite part about Hexen, the fact that it had hubs. You'd beat a level, get some important item, and open up a new area in the hub level. Made it all seem so much more epic.
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Uh, technically it's not possible - only through a hack.
Contradiction! A hack means that it is possible -- it is just not orthodox.
But I concur with Kornel on this, while it may be doable, the fact that it requires unorthodox use of the engine behaviour makes it rather fragile, which means that porting the mod to the next version of the engine may be non-trivially painful. See also wolfrl as a comparison.
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What's that got to do with anything :/