Eponasoft Posted April 30, 2012 So this is an early build of my unnamed RPG concept project using GZDOOM. It's quite unfinished, but figured I would put this out there as a proof of concept. Has anyone else done something like this? Download link: http://www.eponasoft.com/myrpg.7z Some screenies: http://www.eponasoft.com/gzrpg01.png Skill select. http://www.eponasoft.com/gzrpg02.png Unfinished town. http://www.eponasoft.com/gzrpg03.png http://www.eponasoft.com/gzrpg04.png http://www.eponasoft.com/gzrpg05.png http://www.eponasoft.com/gzrpg06.png Shop shots. http://www.eponasoft.com/gzrpg07.png Entrance to the dungeon. http://www.eponasoft.com/gzrpg08.png http://www.eponasoft.com/gzrpg09.png http://www.eponasoft.com/gzrpg10.png http://www.eponasoft.com/gzrpg11.png http://www.eponasoft.com/gzrpg12.png http://www.eponasoft.com/gzrpg13.png Dungeon/combat shots. 0 Share this post Link to post
PRIMEVAL Posted April 30, 2012 That looks really cool! Hope to see more soon :) 0 Share this post Link to post
VGamingJunkie Posted April 30, 2012 I got my ass kicked by bats multiple times but eventually prevailed. Looking great. 0 Share this post Link to post
RTC_Marine Posted April 30, 2012 Kinda reminds me of might and magic 7 0 Share this post Link to post
Nick Perrin Posted April 30, 2012 I can't get past the skill selection map. It doesn't work. Running gzdoom r1361. 0 Share this post Link to post
Eponasoft Posted April 30, 2012 I haven't tried it with the newer versions, only the last version "officially" released on the website (r1281). r1361 doesn't seem to be listed on the SVN. I'll snag r1371 and see if there's a problem with that version. EDIT: Oh, 1361 is mixed in with 1360. I'll try that version too. EDIT2: That's odd... it doesn't seem to recognize the linedef type. There must have been some kind of change in zdoom's code. The linedefs on the portals are set to activate when you bump into them (not cross or use). EDIT3: I scoured zdoom's changelog to see if there was anything that would hint at a change being made that would break it, but no such changes were to be found. I'm going to assume that this is a bug that hasn't been found yet, or that it was a previous bug that is now corrected. In either case, it's not going to work as-is with the newest versions for now... I'll have to find another way around that. :( Thanks for finding this. 0 Share this post Link to post
VGamingJunkie Posted April 30, 2012 Granted, I had the same problem. I just opened it up in Doom Builder into the town and used test map so it went from there. 0 Share this post Link to post
Gez Posted April 30, 2012 Eponasoft said:EDIT2: That's odd... it doesn't seem to recognize the linedef type. There must have been some kind of change in zdoom's code. The linedefs on the portals are set to activate when you bump into them (not cross or use). EDIT3: I scoured zdoom's changelog to see if there was anything that would hint at a change being made that would break it, but no such changes were to be found. I'm going to assume that this is a bug that hasn't been found yet, or that it was a previous bug that is now corrected. I think so. Your problem might be similar to this one, which was fixed. 0 Share this post Link to post
Chubzdoomer Posted April 30, 2012 Eponasoft said:Has anyone else done something like this? Here's an RPG project I created more or less as a test. I never did complete it or make it available for download, although I'd love to revisit the idea and do one that's much better now that I know far more about the ACS language. 0 Share this post Link to post
Eponasoft Posted April 30, 2012 OK so it was originally a bug, which has now been corrected. Well, I guess the only way of doing this then is to create a new linedef on a "normal" sector, with "player walks over" being the trigger. I reckon that will work. Thanks man. :) Skipping the skill map currently creates a problem with the leveling, since the variables are set up there. The difficulty affects the startup GP, and the skill map sets up the HP and NX base values. One thing I noticed when I tried out the later versions is that the firespawners no longer work properly. In the version I've been testing with, they work fine, but the newer versions fail to light areas up. This can be seen at the start of the dungeon as well as in the hidden "Nightmare" skill hall. Must be some change in the GLDEFS handling. chubz said:Here's an RPG project I created more or less as a test. I never did complete it or make it available for download, although I'd love to revisit the idea and do one that's much better now that I know far more about the ACS language. That looks pretty awesome! Definitely keep going with it. :) 0 Share this post Link to post
The Ultimate DooMer Posted May 1, 2012 Eponasoft said:Has anyone else done something like this? There was a Heretic wad called HQuest but I think it's hard to find nowadays, plus it was a single-map concept wad. (the rpg stuff was complete but the map kept repeating) There's also a full-length Hexen RPG but probably not in the same style as yours. 0 Share this post Link to post
Eponasoft Posted May 2, 2012 The Ultimate DooMer said:There was a Heretic wad called HQuest but I think it's hard to find nowadays, plus it was a single-map concept wad. (the rpg stuff was complete but the map kept repeating) There's also a full-length Hexen RPG but probably not in the same style as yours. Nice, I'll have to check this Hexen one out, and see if I can find HQuest. Reading the reviews of Serpent: Resurrection, it seems like it's a script-heavy story more than anything. I don't plan on doing a full-on RPG per se... I'd like the focus to primarily remain on the action element of FPS games, but mix in some RPG elements, like questing and of course the already-present experience system. And of course, since I have respawners, it will be possible to reach ridiculous levels if so desired. I've updated the download with a newer version. It's about twice the size as the initial release though... a lot of new textures were added, and some new sprites were added too. The game now contains quite a bit of failsafe code, and the Skill map works with the latest gzdoom. I'm still attempting to figure out the issues with GLDEFS though. I expanded the dungeon a bit, though there's only a few extra monsters so far. EDIT: Found HQuest here: http://www.doomwadstation.com/idgames/index.php?dir=doom2%2Fg-i%2F 0 Share this post Link to post
Gez Posted May 2, 2012 That's not the same HQuest TUD was speaking about. 0 Share this post Link to post
Eponasoft Posted May 2, 2012 Heh, so I noticed when I ran it... this one's for DOOM, not for Heretic, and seems quite unfinished... ah well. I can't get Serpent: Resurrection to work properly... no idea why. :( EDIT: Got it to run... it's kind of confusing but I'll give it an honest shot. 0 Share this post Link to post
Avoozl Posted May 2, 2012 I remember seeing shots of an rpg styled mod requiring Hexen/Doom using resources from Daggerfall a while back on some forum, I don't know if it's still being worked on though. 0 Share this post Link to post