Author Topic: Doom 3 Supremacy  (Read 2104 times)

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EoceneMiacid

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Re: Doom 3 Supremacy
« Reply #105 on: June 09, 2019, 12:43:42 PM »
These are the Shotgun and Machine Pistol from ETQW.





Until I find a way to obtain their textures and animations, this is the best they will get, I'm afraid.
« Last Edit: June 09, 2019, 01:14:45 PM by EoceneMiacid »

EoceneMiacid

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Re: Doom 3 Supremacy
« Reply #106 on: June 09, 2019, 02:36:59 PM »


Did I mention the bodies stay until gibbed? :)
« Last Edit: June 09, 2019, 02:39:55 PM by EoceneMiacid »

EoceneMiacid

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Re: Doom 3 Supremacy
« Reply #107 on: June 09, 2019, 02:47:23 PM »
Demonstration of a handgrenade's power.




EoceneMiacid

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Re: Doom 3 Supremacy
« Reply #108 on: June 09, 2019, 03:12:40 PM »

EoceneMiacid

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Re: Doom 3 Supremacy
« Reply #109 on: June 10, 2019, 08:32:24 AM »
Monsters do not come pre-spawned (or in monster closets) in any of Supremacy's campaign.

Instead, the maps are populated by Spawners. This invisible entity spawns monsters at randomized intervals.



What monster it spawns is determined by a number of factors, such as your experience level. You'll mostly see low-ranking Ticks, Trites or Cherubs at first, but gradually more powerful monsters are introduced.

A Spawner will not spawn a new monster until the one it spawned is dead - but not straight away.

This way, maps are always populated in unpredictable ways, you'll never go through long stretches of time without something to shoot, even when backtracking, and there's plenty of opportunity to farm EXP.
« Last Edit: June 10, 2019, 10:51:12 AM by EoceneMiacid »

EoceneMiacid

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Re: Doom 3 Supremacy
« Reply #110 on: June 10, 2019, 10:20:46 AM »
A Spawner is also capable of assembling zombies 'on-the-fly', picking random head and body combinations.







Furthermore, monster statistics are slightly randomized as well! A monster might have 125% health, or walk 20% faster, or cannot see, or hear, or both, any of these combined, or whatever!
« Last Edit: June 10, 2019, 11:37:24 AM by EoceneMiacid »

EoceneMiacid

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Re: Doom 3 Supremacy
« Reply #111 on: June 10, 2019, 11:28:04 AM »
Loot!

Monsters now drop loot. Well, perhaps. If you're lucky.

The luckier you are, the better the loot will be.





For testing, I've given myself 100% chance of obtaining a shotgun, so each time a monster is killed, one is dropped.
« Last Edit: June 10, 2019, 11:35:30 AM by EoceneMiacid »

EoceneMiacid

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Re: Doom 3 Supremacy
« Reply #112 on: June 11, 2019, 02:59:14 PM »
Testing out the Dynamic Monster Distribution System(c), it works like a charm.

« Last Edit: June 12, 2019, 10:36:42 AM by EoceneMiacid »

EoceneMiacid

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Re: Doom 3 Supremacy
« Reply #113 on: June 12, 2019, 10:39:44 AM »
Made the SMG a little smarter, which is now able to tell when aimed at an enemy.




EoceneMiacid

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Re: Doom 3 Supremacy
« Reply #114 on: June 12, 2019, 11:39:42 AM »
Made it a little bit smarter still, it is now able to distinguish friends from foes:




EoceneMiacid

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Re: Doom 3 Supremacy
« Reply #115 on: June 12, 2019, 12:41:13 PM »
Melee!

Pressing the Switch button will switch weapon modes or toggle add-ons such as laser sights.



However, it now has a secondary function. Press Switch while facing a monster within range and you'll perform a melee attack instead.

« Last Edit: June 12, 2019, 12:44:09 PM by EoceneMiacid »

EoceneMiacid

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Re: Doom 3 Supremacy
« Reply #116 on: June 13, 2019, 07:40:55 AM »
A lot of nice improvements under the hood (though not easy to show off in pictures)

Many special functions are now handled by the player script, sending the necessary commands to weapons, instead of the other way around.
This means the elimination of a lot of duplicate code, not to mention other benefits such as newly added weapons automatically having running/aiming/alt/melee capability.

The actual melee system has been improved as well. In practice, the previous implementation proved near useless, as switching to fists, punching, and switching back proved far too slow to be useful.

So now melee attacks are performed by the current weapon held, which is near instantaneous.





.. I don't have any melee animations for any of the guns as of now, so I just throw the view around a bit until I do :)

In practice this system works quite well, though I'm considering sharing melee with the Aim button instead of Switch . We'll see.

Weapon_fists is now not needed anymore, freeing up a weapons slot as well :)

I have a few melee-related ideas, such as auto-focusing on any nearby monsters, which would solve the problem of melee attacks not landing because the monsters wasn't perfectly centered in your view. Perhaps a series of combination attacks could be performed if the player keeps pressing the button.
« Last Edit: June 13, 2019, 08:23:39 AM by EoceneMiacid »

EoceneMiacid

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Re: Doom 3 Supremacy
« Reply #117 on: June 15, 2019, 02:47:40 AM »
There are many cool new features coming up, but they require some polish before being shown off :)

The Loot Drop system has been improved. The base monster class has a list of possible items to drop, such as a clip of pistol ammo.



However, each monster can override or add to this list with items of it's own, so, for example, Cherubs drop more exotic things.



I am still working out the details of the algorithm, but what items are dropped - if any - is determined by your Luck stat, tied to your experience level among other things.
« Last Edit: June 15, 2019, 03:06:08 AM by EoceneMiacid »

EoceneMiacid

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Re: Doom 3 Supremacy
« Reply #118 on: June 15, 2019, 06:04:02 AM »
Same as with the special weapon functions, I replaced all the individual weapon tracing functionality with a single, unified solution.
In non-fourth-wall-breaking-terms, this means it's your suit doing the tracing now, relaying commands to wherever they are needed.

Not only is this solution much cleaner, but it also opens the door for some very interesting possibilities.

Your HUD now subtly highlights whatever monster or NPC you're aiming at. Monsters are highlighted orange, NPC's green.




(i've exaggerated the green-ness here for clarity)



Not only that, but it also allows to perform context-sensitive actions; shooting at a friendly NPC will not actually fire the weapon but send a command instead (regardless of weapon used or state the player is in - it's seamless). For example, clicking on a Sentry bot would get it's attention, and a second click would send the Sentry to the location you clicked.

It's also a pretty useful aiming aid :)



« Last Edit: June 15, 2019, 06:16:26 AM by EoceneMiacid »

EoceneMiacid

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Re: Doom 3 Supremacy
« Reply #119 on: June 18, 2019, 08:07:38 AM »
Added an effect to all mechanical entities where they periodically emit sparks and smoke after taking enough damage:





This works pretty well, but perhaps it can be improved still by picking a random joint to spawn the particles from.