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geo

DOOM : RPG Strategy Game (I'm making) V .10

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I've been making a little RPG Strategy / battle game. I am posting the updates on the forum, because its a DOOM game. It is still in its starting stages. So please report any bugs, questions, ideas and give it a try with the link below.

http://cixe.planetelderscrolls.gamespy.com/doom/bin66/

As it stands right now:

There is nothing really to "play" in the game as of right now, its just stats. There are a few things to do, but I wouldn't call it "playing a game."

GENUS:
- Humans
- Demons
- Mechemons
- Souls
- Arachnoids

SPECIES (sub catagories of genus):

In each genus there are species, which consists of all of the Doom's demons, creatures, spiders, icky bad things, and humans. Each has its specific stats to start with and a specific percentage that the stats when the level goes up. In this demo there are 100 randomly generated creatures, that go up to level 100 just to see what they will be like if it gets to that point (I hope it doesn't ever get to that point)

STATS:

The stats are simple
- strength, this is what affects close range weapons, and the weight of stuff each creature can carry.
- dexterity, this is the quickness to dodge things, and also swiftness to use close range weapons.
- constitution, this is how quickly energy gets depleted. The higher the constitution, the more the creature can take an attack.
- intelligence, this is the ability to use powers, like fireballs and ressurection
- wisdom, this affects how well the creature has to do powers, it also affects how well they use their weapons.
- charisma, most demons, arachnoids, mechemons, souls and orbs don't have charisma, this is mostly for the humans. it has a purpose, i'm not saying what though.
- agility, simply stated its how quick the creature is and how fast they are to take a turn in battle.

BODY PARTS:

Each genus has its own body parts, such as head, body, legs (some have multiple), cannons, hands, horns, a mouth, wings and some are orbs like Cacodemons, Lost Souls and other things that hover. While Lost Souls and Cacodemons may be floating heads, they are listed as orbs, because you cannot cut off their heads to kill them, because they are just floating heads.

EQUIPMENT:

With each of these parts you can equip things to them, except for things with multiple legs and with orbs there will be "dips," you can dip a pain elemental in liquid steel to improve its defense, but so far there is no armor.

WEAPONS:

Instead there are weapons that you can equip (the equip works). Each creature has a maximum inventory of 10 things. This includes powers (fireballs, plasmaballs, ressurections), weapons like arm cannons, teeth, BFGs, clubs, claws, chainsaws, fists and so on. Each genus comes with a few things to equip as a default. I've made it so each randomly generated creature comes with a random weapon.

WEAPON STATS:

Each weapon / power has a classification.
- What type is it? A power, gun, club, mechanical or arm cannon?
- What type of ammo does it use if it even uses any.
- How do you use it? With hands, an arm cannon, body or mouth
- What is the range? Long, medium or close?
- How many hands or cannons does it have to use? One, two or none. Powers like fireballs still require a hand to use it. Other powers like Telekenesis use a head and no hands.


I look forward to hearing any comments and questions.

====================================================================

VERSION 0.02

====================================================================

FACTIONS:

This is really what the game is going to be. Sorry I did not mention it before. There are going to be factions. Your faction of every creature / human you control. You will compete against other factions. Smaller battles, to wittle down a faction. So its not a faction of 100 creatures against a faction of 15 creatures or 150 creatures.

Right now, each faction has an establishment. Such as a human establishment like the UAC only has humans in it. Meanwhile factions like Hell Spawn are demon establishments, which only have demons. Arachnoid establishment is an Arachnoid establishment, again meaning it will only have things from the Arachnoid species. Evil establishments will encompas everything but humans in it.

CREATURES IN A FACTION:

Many creatures are given to factions randomly when they are generated. You can see each faction's creatures by clicking on factions, then clicking a faction and in the faction info click "creatures," to see everything in the faction.

POWER TYPES:

Sort of like the old magic types (fire, ice, wind, earth), only they are spiced up for DOOM. Each has its weakness. I thought about unholy and holy, but I can just stick those in as Light and Dark. Poisons will be in soil unless its an airborne gas, then it will be in Atmosphere.
- Fire / Plasma
- Atmosphere / Soil
- Light / Dark

This gives creatures a chance to be improved or hindered. An imp with fireballs who has Fire for its power, will damage 125%. While an imp with fireballs who has Atmosphere, will damage the usual 100%. If a the fireball hits something with plasma as its power, because plasma and fire are weaknesses to one another that will be an extra 25% of damage. If a fireball hits something with fire as its power it will deduct a 25% off the damage. This shouldn't get too much in the way of a distraction.

NAMES:

There are now at least four unique names for each genus. The names are given randomly based on the genus on the creature. If you have a name suggest it please :-)

AMMUNITION:

There is now ammunition added. There was ammunition before, it just wasn't findable in the database. It is what it is, ammunition based on damage, and splash radius.

AMMO PACKS:

To go with that there are ammo packs, boxes of bullets, clips, nail strips, rail strips and so on. These so far are generic, where they have a weight, an amount contained, what they contain and what kind of guns they work with. Like a box of nails will be nails inside, which can only work with guns that use nails. A machine gun clip will have bullets inside, but it can only be used by weapons that take clips. Simple.

WEAPON'S MAXIMUM AMMO:

A double barreled shotgun can only hold a pair of shells at a time, while a normal shotgun can hold 8 shells. A BFG 9000 can hold one cell at a time while a BFG 10000 can hold 5 cells. Get the picture?

Each item in the inventory keeps track of what its holding and the quantity its holding. However there is yet to be a way to load the weapons.

WEAPON MULTIPLIERS:

This is to simulate the power of a double barreled shotgun, so the multiplier is set to 2. Meaning the blast is twice as powerful. The BFG 10,000 has a multiplier of 1.5 while the BFG 9000 only has a multiplier of 1. Thus making the 10,000 more powerful.

The multipliers are also used for non ammo using weapons like the chainsaw, fireaxe and fists. The multiplier lists their damage, while with guns, the ammo lists the damage.

WEAPON RANGE:

There was a range before, but now its listed. Close, short, medium and long.

FIXES:
- Cyberdemon had a rocket launcher instead of a rocket cannon (one uses hands, the other uses a cannon).
- Genus with 1 hand, but could equip 2 handed weapons.
- Two handed weapons can now be unequipped.

====================================================================

VERSION 0.03

====================================================================

ADVANCE WEEK (and the time system):

This is just very basic, to demonstrate what the game will be able to do, just advance a week and time passes by. Right now not much goes on, just recruiting.

RECRUITMENT CENTERS:

These are portals and centers where creatures are spawned / fed into the game. The faction that owns the center will gain the recruit. The recruit is based on the establishment of the faction. Human establishments will only get humans recruited. Each center has a set time that a new creature will be generated. Each creature is generated at level 1.

UNIQUE ABILITIES:

This is currently a hidden thing, until later. I don't have unique abilities for everyone. So go down, follow the conversation and give me some ideas about unique abilities for each genus.

GAME UNIVERSE:

The universe of the game is broken into realms:
- Hell
- Mars
- Phobos
- Demios
- Earth

Each realm is broken up into several areas with a generalized population (small population, medium, and large). Each has a populous of a destinct species. Such as humans are mostly on Earth, however there are bases on Mars. With these areas, the recruitment camps can be set up. This is just the start of the game universe.

NEWS TICKER:

Stuff happens in the game, the news ticker will tell you what's going on. Such as new creatures being spawned.

====================================================================

VERSION 0.04

====================================================================

EXPERIENCE POINTS:

There are now experience points like with all RPG games, you need experience to climb levels. In order to level up the creature always needs 100 points, multiplied by its upgrader. In other words, a Cyber Demon has an upgrader of 1.175. Which would be 100*1.175 = 117.5. The Cyberdemon would need 117.5 experience points to go up to the next level. This balances out the game, because Cyber Demons and Mancubus can get up to millions in stats, so they take longer to level up.

The needed experience will always stay the same, the catch is when a creature attacks another creature with less of e level (Cyber demon level 90 attacks cyber demon level 70). The level 90 cyber demon won't gain any experience, but if the level 70 cyber demon attacks the level 90 cyber. The level 70 cyber will go up maybe 10 experience. There is yet to be fighting in the game yet.

Easy?

TRAINING FACILITIES:

Once the recruitment centers spawn new creatures into the game, use training facilities to train them. First assign an instructor. Lets just say a level 20 Caco Demon. The demon will be in charge of training everyone you put in there.

Then you put trainees / students into the training facility. There is a maximum capacity for each training facility.

There is a catch though, the Caco can only train creatures below its level. So it can train creatures up to level 20, then they graduate the training.

The creatures in the facility will gain experience each week based on the level of equipment the facility has. If a facility has an equipment rating of 65 it means each week the creature will get 65 experience each week and level up accordingly.

DOING / ACTIVITIES / ASSIGNMENTS:

Each creature can be doing something. Put them as an instructor... that's what they are doing. Put them into a training facility, they are training. This is just a pretty simple function, so the game keeps track of who is doing what.

STATUS:

Living, Dead, Undead. This will be for how humans become zombies and how things are ressurected. There is one species that cannot get ressurected... Souls. Kill a soul, the soul disappears. It doesn't go Dead or Undead... it disappears forever from the game.

By the way, I've eliminated the Orb species. There were only Pain Elementals and Caco Demons in there anyway. So I stuck the Pain Elementals in with the Soul Species. I stuck the Cacos in with the demon species. After all, Caco "Demon." This will add to the fact that souls cannot be ressurected, Pain Elementals can't be ressurected :-)

ERROR BOX:

Its new, every game should have one, do something wrong, the error box will tell you what you did wrong.

====================================================================

VERSION 0.05

====================================================================

CHOSE YOUR FACTION:

You can now chose your faction to play as. There's not much to do, but you can still pick!

AI:

There is the start of game AI. You select your faction and the computer controls the rest. There is not much to this, but so far the computer assigns instructors to training facilities, and assigns students to train.

CREATURE COST:

Each creature now has a base cost. A price to get them... and a wage to keep them.

CASH SYSTEM:

The cash system is quite simple, each faction has its own cash supply. As the weeks go by, cash is spent for the upkeep of things, also the wages for creatures. The wages might change later on, after all demons working for wages??? When recruitment centers pull in new creatures, it costs you to get them recruited. There are cost charts in the game to display how much everything costs.

DEACTIVATE PORTALS / RECRUITMENT CENTERS:

Keep them active to draw in creatures, deactivate them when it becomes too costly.

FIXES:
- if no one was assigned as an instructor, the training facilities wouldn't let you out.
- training facilities now give experience based on their equipment (it was supposed to already, but there was a problem).
- there is now a 1 million point stat limit on each creature. Once the creature has a stat that reaches 1 million points, the creature will no longer level up. Some creatures were getting to 250 million points!
- more error messages with the training facilities.
- Added a seeker summon to each guardian when they spawn. They need eyes don't they?

====================================================================

VERSION 0.06

====================================================================

KILLING CREATURES:

This has nothing to do with the gameplay, if a creature's wages begin to burden you financially, you can kill it and revive it later. Very soon two other features will be implamented with creatures, and buildings, buying and selling.

LOCATIONS CHART:

There is now a chart of all locations, along with what creatures and buildings are in what locations. Factions now have home bases. This is just the start though, but I will save that for later.

YOUR FACTION (as opposed to different factions):

The interface is getting cleaner where you have your faction that you conduct everything from. Then there is everything else. Everything else is other factions, creatures and buildings not in your faction.

FIXES / CHANGES:
- Creatures information screen has been improved.
- Location names are more generalized.
- The color scheme has changed


====================================================================

VERSION 0.07

====================================================================

HUMAN RIGHTS:

Humans can no longer be bought, sold and killed if they're in a human establishment. They can be released, where they disappear from your faction, but they are not killed. If you have a human and your faction is a non human establishment... kill away.

LEADERS:

Factions now assign leaders to lead the way to victory! Each leader ofcourse has its own personal qualities of a leader.

GREED:

There are now a hidden greed stat that affect how leaders buy and sell creatures in their factions.

LEARNING:

Training Facilities now work based on the equipment, but also the instructor's ability to teach and the student's ability to learn. This is also a hidden stat.

BUYING / SELLING CREATURES:

You can sell creatures to the highest bidder. You can also buy creatures from other factions. However the selling price relies on the worth of the creature as well as the greed of the faction owner selling the creature.

TRANSPORTING:

Now that there are locations there is a need to transport. When you buy creatures they take a week to be transported to your home base.

====================================================================

VERSION 0.08

====================================================================

BATTLE SYSTEM AGILITY DEMONSTRATION:

A demonstration of the agility based battle system is now active. Click the battle field test in the game, it will take you to a demonstration, where your first six living creatures in your faction are shown. Each creature is show with a "turn meter," the turn meter raises via the creature's agility. When the meter is at 100% the creature gets a turn.

BATTLE CARDS:

Battle cards represent creatures so far, like a simple stats box with the name, genus, level, and stats for the creature. You can click on the "battle card" to view detailed information about the creature and equip weapons.

BATTLE COMMANDS:

So far there are only 2 commands, Wait and Next. Next will take you to the next creature without losing its ability to do something. Wait forfiets the right to do something and sets the "turn meter" back at 0%

YOUR NAME:

Simply put, when you start a new game, you enter your name, this lists you as the faction leader of your faction. The default name is Johnson.

OTHER INFO SECTION:

Information that doesn't really pertain to the game's play (ammunition types, ammo packs, weapons) has been moved to the other information section. This was to condense the menu, and people really don't need information on genus and locations.

====================================================================

VERSION 0.09

====================================================================

WAGE BATTLE:

Instead of the "Battlefield Test," there is now the "Wage Battle" menu item. You first click the button, then select the faction you wish to do battle with. If the faction does not have a leader, it will not appear to be able to do battle with.

Then you select the location / area of the battle, then you select from the available list of creatures to do battle. The game will then go to the "Battlefield Test," where you see the battle cards as discussed in the previous update.

MINOR UPDATES:

More locations (seven continents of Earth), UAC and Space Marines are now have their home bases on Earth. There are new training facilities and training centers. New faction Space Samurai, each member of that faction starts out with the new weapon Samurai Sword.

WEAPONS and AMMO PACK PRICING:

Ammo packs and weapons now have prices, because you can buy them in the other info section. It will probably be changed into a store system once they are developed. You select the weapon or ammo pack, then you pick the creature that you want the weapon or ammo pack to go to. You can also select the quantity of how many ammo packs you want to purchase. There are even price breaks with the larger amounts you purchase! When you start the game, the creatures come with a complimentry ammo pack loaded into each weapon or cannon.

====================================================================

VERSION 0.10

====================================================================

ATTACKS OF THE BATTLE ENGINE:

The battle engine has been furthered, each creature in the battle can use the weapons that they have equipped. When it is a creature's turn, simply select attack, then the attack you wish it to use, then click on the creature card you wish the creature to attack. Creatures can attack themselves.

The attack system will get a lot more detailed, but for now its workable.

DEATH and VICTORY IN BATTLE:

Creatures can now die in battle if their constitution goes to 0. When a creature is dead its card becomes transparent, and it can no longer participate.

When all of the creatures from one faction are dead on the battle field, then a victor is declaired.

THE LOSERS OF THE BATTLE:

The losers of the battle are incinerated, never to be used again. They cannot be revived ever again, they're gone from the game world. This is mostly to keep the creature database small, cause otherwise it would get into the thousands. The inventory of the creatures are lost forever as well.

INVENTORY and SELLING:

There is now an inventory for each creature that you can access when not on the battle field. This is to show what each weapon is loaded with, and how many rounds of ammo there are.

Because of this inventory you can easily sell weapons, ammunition, armor and everything else with ease.

DESCRIPTIONS of AMMUNITION, AMMO PACKS and WEAPONS:

To make the game more descriptive, there are now statements about ammunition, ammo packs and weapons. Eventually there will be descriptions for genus and maybe even creatures like "Pinky #1 had its leg removed in battle."

FIXES:
- Weapons now bought for their correct prices.
- The correct weapon shows up when it is purchased.
- The battle test is also greatly improved.
- The buy creature feature is greatly improved, you can no longer buy creatures that are faction leaders.

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sounds familiar...

if you are going to use telekinetic abilities in the game, are you going to have related abilities that can be added as upgrades, like pyrokinesis, hydrokinesis, etc?

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Shadow Dweller said:

sounds familiar...

if you are going to use telekinetic abilities in the game, are you going to have related abilities that can be added as upgrades, like pyrokinesis, hydrokinesis, etc?


Upgrades:

There will indeed be upgrades with powers. I figure they will be taught from instructors, bestowed from others or learned scrolls. But then would Hell spawn creatures really read scrolls?

I am going to stick with the set pattern with what is in DOOM. Unfortunately there was no real use of water in Doom that I've ever found, so there might just be pyrokinesis, and not hydrokinesis.

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now that were on the subject of the different kinesisisises should there be other elemental powers like earth, air, and lightning. this would probably be more suited for the arch-vile but it could work with other characters. humans , demons, etc.

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Shadow Dweller said:

now that were on the subject of the different kinesisisises should there be other elemental powers like earth, air, and lightning. this would probably be more suited for the arch-vile but it could work with other characters. humans , demons, etc.


There probably will be elemental powers, but again I'm sticking with DOOM's formula... Hell and Mars. I can see sand being in there before ice. Earth... no, Mars powers yes :-) Air? No, Atmosphere? yes :-) See. There is no water on Mars either... currently, but with DOOM there is Plasma :-)

With the humans, they're going to be bland and powerless, however they do have their charms, and guns. Lots of guns. Any creature can use a power, its just they need the intelligence to use the power and the wisdom to be effective in making damage. The catch with powers is Imps have fireballs, because they have hands. A Pinkie wouldn't be able to use a fireball, because they get thrown with hands. Pinkies don't have hands. However the Caco's bolt gulp (for lack of a better term), comes from the mouth, so a Pinkie could do that.

Interesting?

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darknation said:

'pinkies' have hands I'm afraid. Check the sprites.


There's a catch to that, which I thought about. There's old school Pinkies which are bipedal with hands and horns, the new ones walk on all fours with no horns. I took the one that walk on all fours, but I've thought about putting the old school ones in there too.

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You should make some sort of special skill that is only useable by that specific type of demon, human, mechemons, etc.

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harbringer said:

You should make some sort of special skill that is only useable by that specific type of demon, human, mechemons, etc.


Yes I should. I've thought of permiafflictions. I would love to do the specific skills for each genus, but I would be hard pressed to figure out enough for each one.

- Holodemon: permishade, giving it shade
- Vulgar: permistick, wall / ceiling climbing abilities (might be useless)
- Seeker: permisight, gives all of the blinde sight
- Guardian: permiblind, can never see
- Pain Elemental: skull spawn, spawns Lost Souls
- Forgotten One: permiburn, come close, get burned
- Lost Soul: permiburn, come close, get burned
- Mancubus: permimask, prevents from being poisoned
- Bruiser: permivisor, beats me, just shows a mouth on TV???

^^^VERSION 0.02 UPDATE AT THE TOP^^^

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dealing with the games' currency:

this is an idea brought on by numerous RPGs that i've played (Starflight II, Runescape; etc)will there be means of buying, selling and trading with certain shops?

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Shadow Dweller said:

dealing with the games' currency:

this is an idea brought on by numerous RPGs that i've played (Starflight II, Runescape; etc)will there be means of buying, selling and trading with certain shops?


Yes, each faction will have its own cash (or currency for lack of a better term). The creatures will be paid weekly wages for working for your faction, unless they're slaves. There are also operating costs for facilities and centers (I'll get into that later).

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geo said:

Yes I should. I've thought of permiafflictions. I would love to do the specific skills for each genus, but I would be hard pressed to figure out enough for each one.

- Vulgar: permistick, wall / ceiling climbing abilities (might be useless)
- Bruiser: permivisor, beats me, just shows a mouth on TV???

^^^VERSION 0.02 UPDATE AT THE TOP^^^


How about for the vulgar, it lets them get the jump on the enemy, and for the bruiser, allows heat vision?

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harbringer said:

How about for the vulgar, it lets them get the jump on the enemy, and for the bruiser, allows heat vision?


Thank you so much for the ideas! I'm not sure how well heat vision would work in Hell. However I can give the:

- Trite: web, the ability to set traps and come down on oponents.
- Vulgar: pounce, like you said a jump on enemies!
- Behemoth (Hell Knight): throw foe, I would have to implament a size chart which I intend to anyway, to make sure the Behemoth cannot throw a Cyberdemon

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If there's gonna be a size chart, is this gonna be relative to each monster's speed and stun chance(for stun chance, if it is added)? eg, Cyberdemon, who is huge, moves extremely slowly, and although has good aim, has to take time to get his rocket launcher to point at his target, also, although it since it is huge, it would take something extremely strong to stun it, would it need a longer time to get out of it?

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harbringer said:

If there's gonna be a size chart, is this gonna be relative to each monster's speed and stun chance(for stun chance, if it is added)? eg, Cyberdemon, who is huge, moves extremely slowly, and although has good aim, has to take time to get his rocket launcher to point at his target, also, although it since it is huge, it would take something extremely strong to stun it, would it need a longer time to get out of it?


With the size chart the idea originated with helmets, and armor. A cyber demon can't wear a human helmet, due to the size difference. Also with the time it takes to fire the weapon, that is based on agility, after all its an RPG. The movement of the creature is also based on agility. Aim of weapons is based on wisdom.

About the stunning... I've never even thought of that yet.

^^^VERSION 0.03 UPDATE AT THE TOP^^^

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Looks like there's some talent behind this with good ideas. Hope you don't get bored of it, looks spiffy so far. Good luck!

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is it possible to add a still frame of a monster to go with it's species name?

one more thing, it may be a good idea to create an instruction manual on how it works.

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Shadow Dweller said:

is it possible to add a still frame of a monster to go with it's species name?

one more thing, it may be a good idea to create an instruction manual on how it works.


It is possible to do anything, BUT I need an artist or something for the still frame, because there are creatures from Doom 1, 2, & 3. The graphical engines are different. So I'd prefer everything to be the same, which is why I need an artist to do all of it.

With the manual... That is why I am posting the updates as I go along, to be a guide, so that way when I'm all done, I can just stick it into the game :-)

Yet another update...

^^^ VERSION 0.04 UPDATED AT THE TOP AND UPLOADED ^^^

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harbringer said:

and for the maledict, the ability to open a portal, for siege, or maybe a shortcut.


Good idea with the Maldict. I could have it summon enemies that are alive to assist it. Speaking of which that might not be a bad idea for the Archvile, instead of ressurection.

As for the imps, I think they will have permicling which will be used to set up traps. Like the imps use the wall permicling ability and they can crawl undetected, until they drop in or something. Same with trites.

However massive imp attacks / spells would be good. Though I would make the catch of 4 imps need to be ready to attack at the same time, so their meters would all need to be filled.

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Goat said:

anyone remember the doomworld rpg



*raises hand*

I remember losing it all to a freaking hard drive error. I was fun making it.

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yeah i remember that now. it was going pretty good too...

also for unique monster abilities, an invisible demon(or "pinkie") could be used as a spy or scout and even to infiltrate and control an enemy building for whatever reason. a stealth unit.

or the demons could become invisible for a short period of time to raise defence or evasiveness.

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ooh ooh, i know an idea to for the soul species (or for just one of the soul species) *raises hand*. How about you give them the ability to have soulsight, where they can see all cloaked enemies.

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The Soul Sight is an immensely great idea! The Pain Elemental would be the best to have it. As for the invisible demon. I can't see them behing spies, but the invisibility will probably be a power, which is different than an ability.

^^^ Version 0.05 Updated and uploaded ^^^

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Shadow Dweller said:

maybe for humans you could add vehicle pilots for tanks, aircraft ; etc


I don't see vehicles being added anytime soon, its just not DOOMish. I can see maybe drop ships to get everything up to jump ships, which will take creatures between the realms / worlds.

Today I start doing the battle engine. Yay! I've also improved the interface quite a bit.

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Not much to say, I've worked out the buying and selling, along with locations and transporting, this will make it easier to do the battle engine.

^^^ Updates of 0.06 and 0.07 are uploaded ^^^

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