The WIP Thread
- Ganbare-Lucifer
- Cacodemon
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- Posts: 136
3 months 3 weeks ago #111
by Ganbare-Lucifer
Replied by Ganbare-Lucifer on topic The WIP Thread
I wanna see that Mancubus Dragon one dayI really need to get off my ass and get some of these custom monsters finished...
The behavior for all these guys is pretty much finished; I just can't seem to muster up the energy to finish all the sprite editing for all of them. I've been kind of busy recently with 3D modeling/3D printing projects (that I hope might turn into an eventual business venture), so I've pushed most of this kind of stuff to the back-burner. A lot of it's close to completion, though--if I could just set aside a weekend or two...
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- DeVloek
- Arachnotron
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3 months 3 weeks ago #112
by DeVloek
Replied by DeVloek on topic The WIP Thread
Yea it looks pretty cool, although the oversaturated blue is a bit too much for my taste, I'd probably tone it down a little bit but then again there aren't many monsters in that color scheme around, so might as well keep it
I also like the Caco with Pain Elemental horns.
I also like the Caco with Pain Elemental horns.
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- DeVloek
- Arachnotron
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1 month 4 weeks ago #113
by DeVloek
Replied by DeVloek on topic The WIP Thread
Just wanted to let you guys know,
I posted the first release of my gameplay mod
(working title: Soul Rush) that I mentioned many times in the
Repo conflict removal project (and other fixes)
thread.
Actually I'm also working on a 2nd version/fork of this mod that works a bit differently. The one I just released is based on an idea I had quite some time ago but never got around to working on it until a few weeks ago. I wanted to make a mod that works similarly to the Shattered Realm game mode of Grim Dawn (one of my all-time favorite games besides Doom), one which focuses on killing a certain amount of monsters to finish a map instead of the usual gameplay loop of looking for keys to progress and finding the exit.
Since in the Shattered Realm all monsters are randomized every run, I wanted to have that in my mod too. I looked at how other randomizer mods solved this, but it turned out they all required the monster assets and code to be present in the mod itself. I had the idea to make this truly universal and compatible with any monster/weapon mod, and after some research I found out how to do it, but in a quite unconventional way so my code is very different from all those other randomizers out there.
So I started testing my approach with all the R667 monsters and weapons, that's when I realized that many of them are conflicting with each other, thus the aforementioned thread was created and I started working on removing those conflicts. Btw I am very grateful to everyone who helped me, thanks a lot! I believe this not only helps me but benefits everyone who wants to combine the many R667 assets into their own project, be it pro modder or casual mapper.
The 2nd version is still in its very early stages, not ready for release yet. I removed all the gameplay aspects of my SR mod, but kept the randomization of every monster that is loaded alongside the mod. Weapons and ammo will be randomized too, maybe powerups and other items as well but I haven't really thought about those yet. This will still take a while since I first wanna focus on some other things, mainly my SR mod which is still missing some features I had planned.
So yeah if you have the time, check out the release thread, play my mod for a while and give me some feedback!
If you wanna try the randomizer aspect for real, add some mods that contain weapons and/or monsters to your load order, or you could download the R667 monsters and weapons that we already fixed and just load those you wanna play with into your mod launcher of choice. I had tons of fun playing around with this, I hope you will have too!
Actually I'm also working on a 2nd version/fork of this mod that works a bit differently. The one I just released is based on an idea I had quite some time ago but never got around to working on it until a few weeks ago. I wanted to make a mod that works similarly to the Shattered Realm game mode of Grim Dawn (one of my all-time favorite games besides Doom), one which focuses on killing a certain amount of monsters to finish a map instead of the usual gameplay loop of looking for keys to progress and finding the exit.
Since in the Shattered Realm all monsters are randomized every run, I wanted to have that in my mod too. I looked at how other randomizer mods solved this, but it turned out they all required the monster assets and code to be present in the mod itself. I had the idea to make this truly universal and compatible with any monster/weapon mod, and after some research I found out how to do it, but in a quite unconventional way so my code is very different from all those other randomizers out there.
So I started testing my approach with all the R667 monsters and weapons, that's when I realized that many of them are conflicting with each other, thus the aforementioned thread was created and I started working on removing those conflicts. Btw I am very grateful to everyone who helped me, thanks a lot! I believe this not only helps me but benefits everyone who wants to combine the many R667 assets into their own project, be it pro modder or casual mapper.
The 2nd version is still in its very early stages, not ready for release yet. I removed all the gameplay aspects of my SR mod, but kept the randomization of every monster that is loaded alongside the mod. Weapons and ammo will be randomized too, maybe powerups and other items as well but I haven't really thought about those yet. This will still take a while since I first wanna focus on some other things, mainly my SR mod which is still missing some features I had planned.
So yeah if you have the time, check out the release thread, play my mod for a while and give me some feedback!
If you wanna try the randomizer aspect for real, add some mods that contain weapons and/or monsters to your load order, or you could download the R667 monsters and weapons that we already fixed and just load those you wanna play with into your mod launcher of choice. I had tons of fun playing around with this, I hope you will have too!
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