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Lucasgold

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Everything posted by Lucasgold

  1. DOOM IS ETERNAL. AND PSYDUCK... IS POSSESSED! In PSYDUCK! Doom you are playing Psyduck (wow) as he becomes possessed by an unknown supernatural entity that gives him abilities he has never thought of having before, ever. He can shoot particles, small and big, rapid and charging, most of which bounce of walls and leave other deadly and even more particles behind that go through the demonic hordes as he is progressing through the levels. Over time, through chance, he gains the ability to possess even more powerful items and weapons, along with being able to hold more projectiles to fire at the hordes of hell as well! In total there are weapons and items you can get through RNG and use against the demons: Rapid Primary Fire: a simple yet in numbers, quite effective weapon that you have by default (that is also a partial melee attack) - you can regenerate it by walking around, at first gaining , then later on, if you're lucky. You can also acquire a number of this if you pick up a backpack that also extends your holding capacity from 50 to 75. Chargeable Secondary Fire: the more you have of this, the more effective it becomes; every single particle goes through the enemies then detonates, leaving a spread of smaller, also dangerous particles behind - you can regenerate it by walking around, at first gaining , then later on, if you're lucky. This attack damages you a few health points but in general is insignificant and can also become a tactic of yours in battle... You can also acquire a number of this if you pick up a backpack that also extends your holding capacity from 250 to 525. Kamikaze: a dangerous but really powerful attack (or rather consequence) - once you get below health, you charge up a deadly explosion and detonate with a decent blast radius leaving many particles after you - once exploded you get some of your health back but you also lose most of your inventory items due to the explosion you generate, so be cautious! There is a short window during the detonation where you are invincible, but don't get too confident: you might die very easily if you do. Self Detonator: a tool that allows you to perform the kamikaze explosion without the risk of losing your collected inventory items - how handy! Lightning Grenade: a particle grenade that goes through some of the weaker enemies but detonates on impact in hordes and on heavier dudes. Upon explosion, it spits out other, smaller projectiles that damage nearby demons, along with its blast radius. Stocking up with this grenade and spamming it until depleted can be quite satisfying and a good tactic in claustrophobic and even outdoor areas alike. Acid Cloud Grenade: a particle grenade that detonates on enemy impact (or after a certain amount of time) and swarms the area with huge, toxic clouds of acidic death - all enemies that stay within any of the spawned toxic clouds get damaged every second they spend in them. It is effective both outside and in close quarters, however the smaller the room, the more dense the gas... Particle Shotgun: just as yellow as Psyduck, just as deadly as the entity that's possessing him - the more you have of the particle shotgun the deadlier it becomes as you can spam it as fast as you can be. There is no fire cooldown on this item, allowing the particle shotgun to be the fastest automatic shotgun you can imagine! Upon impact it also spawns small damaging projectiles, on top of all that. Firestorm Grenade: the deadliest grenade in your arsenal - also the rarest... the firestorm grenade spawns a small amount of projectiles at first, but then can fill an entire arena with its swift and deadly swarm of damaging particles. And when you thought it was all over, it spawns another round of them. It is the rarest as it requires you to acquire a key to unlock the sealed firestorm grenade. This, along with the key, are also the first items you cannot lose during a kamikaze explosion! Unless you already unsealed the grenade, in which case... oops. Floppa Cube: the undefeatable, the almighty, the one and only Big Floppa in the form of a perfect cube - when it's time to flop, it is time to flop. Drop the spell Gosha is kept in and upon impact, it will release him in the form of the Floppa Cube, karring and shooting as many projectiles of all the forms you can imagine! The Floppa Cube is invincible and keeps spawning projectiles until you complete the level. An especially entertaining weapon on Floppa Fridays. And the who is responsible for all of Psyduck's powers and this whole nonsense, possessing him and taking control once he so desires... Dark Psyduck Morph: for 1 minute, the unknown supernatural entity takes control of you to unleash its unstoppable and devilish powers against the very army of hell itself. Ironic, powerful, silly and fast as lightning. Perfect. You get your arsenal mentioned above through chance and luck. To pick up items you find on the ground, you need to cautiously stand above them and crouch rapidly or precisely, leaving you vulnerable to your environment so be on guard when doing this! Movement is key, as it lets you not only generate ammo for your basic attacks but with your maximum health of , also regenerates your health when you're not firing, so keep agile as much as you can and strategize your attacks! The options menu for the mod also collected the movement keys and certain settings (chasecam distance and height, FOV, autoaim etc.) that you need to think through to get the most ideal PSYDUCK! Doom experience you can get. There are also some custom options: You can choose how often you want Psyduck to mumble (if at all) You can disable the most basic footstep sound mechanic one could ever have thought of You can start a new game with a Dark Psyduck Morph in case the level you play gets on you rough right at the start You can even disable the inventory items (everything except what's related to the primary and secondary fire) for a challenge. There are also two buttons you can press to overwrite the crouch and jump rules of certain maps, as it can be useful due to your lower height and slightly decreased movement speed (1.0 by default, 0.8 for Psyduck). To download the mod, CLICK HERE to get it from my website or alternatively, CLICK HERE to download it from MediaFire! The mod works on the latest version of GZDoom. All in all... that should be it! A little background info on this mod... 📚 I started it all the way back around the 28-30th of July 2021 and got the basic mechanics of the primary and secondary attack and the kamikaze mechanic sort-of working on the 31st - which is why I decided to have a release date of the same day and month, despite this mod not being nearly as complex or exciting to have a set release date as I sell it to be... A lot of delays happened due to personal and mental issues as this mod started as an inside joke with a very special someone to my heart. Things happened, life did a Rick roll on me and I lost all the motivation I had at the start to work on this whatsoever. Most of the mechanics and ideas I had in mind were already implemented by September 2021 but I never really got to certain features and bugfixes I desired and other things became more important to me at the time. In November I worked a bit more on it, thinking I might have a chance of finishing it then, but I had too ambitious plans for what my time, endurance and will allowed me back then so I dropped the project for several months, yet again. In the Spring this year I playtested it one day and I thought that after all, the mod can be quite enjoyable, and despite its horrible code (seriously, don't look too much into it XD), my will and enthusiasm returned and I set out to finish the mod after all. Toning down some of the unnecessary planned features, I made a quick titlemap, stomped on some bugs, worked on the cutscene map and its scripts (then lost it for some mysterious reason - seriously, no idea how), implemented a mod-changing fix for linedef activations with the attacks and made the trailer in a couple of days. And here we are :) 💖 For the additional mods and repository I used in the trailer and for the mod itself, you can find a list here: https://pastebin.com/sGeghTrs I hope you'll enjoy the mod and liked the trailer for it! 💝 If you give it a try, feel free to leave feedback! It is a very important aspect of any creative pastime and product and I would very much appreciate it! (Plus I think I very much need it, as well xd)
  2. Lucasgold

    PSYDUCK! Doom - A Projectile-Hell Gameplay Mod

    So it would seem
  3. Hi there! I am making a mod in which I'd like to present a second playerclass alongside the default marine; I would like to make that the second playerclass should not be able to pick up health, ammo or weapon items (since they are regenerating through the course of combat and based on the player's actions themselves), however being able to pick up keys and skull keys to be able to proceed on (in other words, being able to play as the second playerclass in singleplayer as well, without the need for a marine to be there to pick up the keys in coop or something). I thought about giving the keys to the second playerclass from the get-go and while it works, I wouldn't want to sacrifice the exploration of maps and keys in general - other than this, though, unfortunately, I haven't come up with anything yet. I thank you for your efforts if you happen to know and/or say something regarding this, every bit of information helps! 😁
  4. Lucasgold

    Picking Up Only Specified Items as a Playerclass

    Thank you! 😄
  5. Lucasgold

    Picking Up Only Specified Items as a Playerclass

    Wow, I don't even know what to say, it is very kind of you - thank you! 😀 And I just realized what your project really is and I'll be damned; it looks really cool, I'll make sure to check it out! 😁
  6. Lucasgold

    Picking Up Only Specified Items as a Playerclass

    Thank you for your kindness! 😄 I just had an idea that could potentially even avoid removing items from the maps: My playerclass has the -PICKUP actor flag set to it to avoid picking up the items, as you know. I thought about having a script running in the background that checks if said playerclass collides with a keycard, then changes the actor flag to +PICKUP and the moment the player stops colliding with said keycard, it would change it back to -PICKUP. I wonder how performance demanding that would be. 🤔
  7. Lucasgold

    Picking Up Only Specified Items as a Playerclass

    The mod itself will not include maps, I plan it to be only a gameplay modification; by removing inappropriate ones you mean to remove the ammo and weapons lying around or what precisely, Sir? I wonder if an ACS script running in the background could achieve such a thing - sorry if my reply might not cover everything you suggested, I'm rather a beginner when it comes to scripting. 😅
  8. Lucasgold

    Random Glitches

    Hello, Doomguys and Doomgirls! I've been making a mod for a month now, and during the editing time I encountered a tons of examples of a "glitch" that I don't know the source of. Basically as you can see on the pictures below, I'm making houses, and in most of the cases a glitch appeares on a random location. The only way I could find to make it look normal again is to make a sector that forms the exact shape the glitch does, or just put a random linedef in the territory, so the glitch (hopefully) disappears - however sometimes makes another ones. I have no idea what causes it, and I couldn't really find any solution on the internet about it. If you've encountered anything like this before, or perhaps know something about it and you wanna help, I thank you very much. C:
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