Heathen v1.1

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RUNSABER
Posts: 132
Joined: Sat Mar 14, 2015 3:10 pm

Re: [in development] unnamed fantasy mod

Post by RUNSABER »

A preview of the ammo bar, but might need to rework some things altogether.
Image

The rain works as a secondary attack for the Skull Staff. This attack fires an invisible, slow speed projectile that is set to drop an item every first frame of it's idle states. The item is specified as a "thing" type that uses range attacks to create the rain. For every first frame that is looped during the idle states, another cloud will appear behind the last. Take a look at the code and poke around, you may find a faster and easier way of cleaning up anything that doesnt appear useful:

ATTACK DEFINITIONS:

Code: Select all

[PLAYER_SKULLSTAFF_C] //invisible cloud projectile
ATTACKTYPE=PROJECTILE;
HEIGHT=8;
RADIUS=13;
Z_OFFSET=10;
FLOAT_SPEED=0;
ATTACK_HEIGHT=104;
TRANSLUCENCY=40%;
SPEED=3;
FUSE=12;
KEEP_FIRING_CHANCE=83.92%;
NO_TRACE_CHANCE=0%;
ATTACKRANGE=2048;
PROJECTILE_SPECIAL=SPAWNCEILING,NOBLOCKMAP,MISSILE,DROPOFF,NOGRAVITY,NOSHADOW;

STATES(IDLE)=SMK7:H:3:BRIGHT:SPAWN(SKULLRAIN),
			 SMK7:H:3:NORMAL:TRANS_FADE(10),
             SMK7:H:3:BRIGHT:TRANS_FADE(20),
			 SMK7:H:3:NORMAL:TRANS_FADE(0),
             SMK7:H:3:BRIGHT:TRANS_FADE(40),
			 SMK7:H:3:NORMAL:TRANS_FADE(0),
             SMK7:H:3:BRIGHT:NOTHING;
			  
			  
[SKULLSTAFF_RAIN]//rain attacks
ATTACKTYPE=PROJECTILE;
MASS=31;
DAMAGE.VAL=5;
DAMAGE.MAX=20;
DAMAGE.OBITUARY="OB_Plasma";
X_OFFSET=0;
Y_OFFSET_3;
SPEED=0;
PROJECTILE_SPECIAL=NOBLOCKMAP,MISSILE,DROPOFF,NOSHADOW;
TRANSLUCENCY=60%;
DLIGHT.TYPE=QUADRATIC;
DLIGHT.RADIUS=100;
DLIGHT.COLOUR=#9F009B;

STATES(IDLE)=FX20:A:3:BRIGHT:NOTHING;

STATES(DEATH)=FX20:B:0:BRIGHT:DLIGHT_FADE(0),
              FX20:C:0:BRIGHT:TRANS_FADE(0%),
              FX20:D:3:BRIGHT:PLAYSOUND(CBWXPL),
              FX20:E:3:BRIGHT:NOTHING,
              FX20:F:3:BRIGHT:NOTHING,
              FX20:G:3:BRIGHT:NOTHING,
              FX20:H:3:BRIGHT:NOTHING,
              FX20:I:3:BRIGHT:NOTHING,
              #REMOVE;			  

[SKULLSTAFF_RAIN2]
ATTACKTYPE=PROJECTILE;
MASS=37;
DAMAGE.VAL=5;
DAMAGE.MAX=20;
DAMAGE.OBITUARY="OB_Plasma";
X_OFFSET=25;
Y_OFFSET=7;
SPEED=0;
PROJECTILE_SPECIAL=NOBLOCKMAP,MISSILE,DROPOFF,NOSHADOW;
TRANSLUCENCY=60%;
DLIGHT.TYPE=QUADRATIC;
DLIGHT.RADIUS=100;
DLIGHT.COLOUR=#9F009B;

STATES(IDLE)=FX20:A:3:BRIGHT:NOTHING;

STATES(DEATH)=FX20:B:0:BRIGHT:DLIGHT_FADE(0),
              FX20:C:0:BRIGHT:TRANS_FADE(0%),
              FX20:D:3:BRIGHT:PLAYSOUND(CBWXPL),
              FX20:E:3:BRIGHT:NOTHING,
              FX20:F:3:BRIGHT:NOTHING,
              FX20:G:3:BRIGHT:NOTHING,
              FX20:H:3:BRIGHT:NOTHING,
              FX20:I:3:BRIGHT:NOTHING,
              #REMOVE;

[SKULLSTAFF_RAIN3]
ATTACKTYPE=PROJECTILE;
MASS=30;
DAMAGE.VAL=5;
DAMAGE.MAX=20;
DAMAGE.OBITUARY="OB_Plasma";
X_OFFSET=-25;
Y_OFFSET=4;
SPEED=0;
PROJECTILE_SPECIAL=NOBLOCKMAP,MISSILE,DROPOFF,NOSHADOW;
TRANSLUCENCY=60%;
DLIGHT.TYPE=QUADRATIC;
DLIGHT.RADIUS=100;
DLIGHT.COLOUR=#9F009B;

STATES(IDLE)=FX20:A:3:BRIGHT:NOTHING;

STATES(DEATH)=FX20:B:0:BRIGHT:DLIGHT_FADE(0),
              FX20:C:0:BRIGHT:TRANS_FADE(0%),
              FX20:D:3:BRIGHT:PLAYSOUND(CBWXPL),
              FX20:E:3:BRIGHT:NOTHING,
              FX20:F:3:BRIGHT:NOTHING,
              FX20:G:3:BRIGHT:NOTHING,
              FX20:H:3:BRIGHT:NOTHING,
              FX20:I:3:BRIGHT:NOTHING,
              #REMOVE;
 
THING DEFINITIONS:

Code: Select all

[CLOUDTRAIL]
TRANSLUCENCY=40%;
SPECIAL=NOBLOCKMAP,DROPOFF,NOGRAVITY,NOSHADOW,NOZBUFFER;
PALETTE_REMAP=TEXT_PURPLE;

STATES(IDLE)=SMK7:H:3:NORMAL:TRANS_FADE(10),
             SMK7:K:3:BRIGHT:TRANS_FADE(20),
			 SMK7:H:3:NORMAL:TRANS_FADE(0),
             SMK7:K:3:BRIGHT:TRANS_FADE(40),
			 SMK7:H:3:NORMAL:TRANS_FADE(0),
             SMK7:K:3:BRIGHT:NOTHING,
			 #REMOVE;

[SKULLRAIN]//SPAWNS CLOUD TO RAIN DOWN ENEMIES
HEIGHT=8;
RADIUS=13;
FUSE=2;
SHOT_HEIGHT=100%;
SPECIAL=NOBLOCKMAP,MISSILE,DROPOFF,NOCLIP,NOGRAVITY,NOSHADOW,ON_CEILING;
TRANSLUCENCY=60%;
RANGE_ATTACK=SKULLSTAFF_RAIN;
DLIGHT.TYPE=MODULATE;
DLIGHT.RADIUS=300;
DLIGHT.COLOUR=#9F009B;
SIDE=1;

STATES(IDLE)=NULL:A:3:BRIGHT:RANGE_ATTACK,
			 NULL:A:0:BRIGHT:SPAWN(CLOUDTRAIL),
			 SMK7:H:1:BRIGHT:TRANS_FADE(10),
			 NULL:A:0:BRIGHT:SPAWN(CLOUDTRAIL),
			 NULL:B:1:BRIGHT:RANGE_ATTACK(SKULLSTAFF_RAIN2),
			 NULL:A:0:BRIGHT:SPAWN(CLOUDTRAIL),
             SMK7:H:1:BRIGHT:TRANS_FADE(20),
			 NULL:A:0:BRIGHT:SPAWN(CLOUDTRAIL),
			 NULL:C:1:BRIGHT:RANGE_ATTACK(SKULLSTAFF_RAIN3),
			 NULL:A:0:BRIGHT:SPAWN(CLOUDTRAIL),
			 SMK7:H:1:BRIGHT:TRANS_FADE(0),
			 NULL:A:0:BRIGHT:SPAWN(CLOUDTRAIL),
			 NULL:A:1:BRIGHT:RANGE_ATTACK,
			 NULL:A:0:BRIGHT:SPAWN(CLOUDTRAIL),
             SMK7:H:1:BRIGHT:TRANS_FADE(40),
			 NULL:A:0:BRIGHT:SPAWN(CLOUDTRAIL),
			 NULL:C:1:BRIGHT:RANGE_ATTACK(SKULLSTAFF_RAIN3),
			 NULL:A:0:BRIGHT:SPAWN(CLOUDTRAIL),
			 SMK7:H:1:BRIGHT:TRANS_FADE(0),
			 NULL:A:0:BRIGHT:SPAWN(CLOUDTRAIL),
             NULL:B:3:BRIGHT:RANGE_ATTACK(SKULLSTAFF_RAIN2);

STATES(DEATH)=SKPJ:E:0:BRIGHT:DLIGHT_FADE(0),
              SKPJ:E:0:BRIGHT:TRANS_FADE(0%),
              SKPJ:E:3:BRIGHT:PLAYSOUND(CBWXPL),
              SKPJ:F:2:BRIGHT:NOTHING,
              SKPJ:G:2:BRIGHT:NOTHING,
              SKPJ:H:2:BRIGHT:NOTHING,
              SKPJ:I:2:BRIGHT:NOTHING,
              SKPJ:J:1:BRIGHT:NOTHING,
              #REMOVE;
 
Here is a preview of the code in action:
Image
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CeeJay
Posts: 224
Joined: Sat Jan 26, 2013 9:56 am

Re: [in development] unnamed fantasy mod

Post by CeeJay »

Impressive, very impressive. The cloud(s) could be smoother, maybe make it fade out instead of just vanishing. Other than that from what I can see it seems to work just fine.

Really digging what you've done so far.

User avatar
RUNSABER
Posts: 132
Joined: Sat Mar 14, 2015 3:10 pm

Re: [in development] unnamed fantasy mod

Post by RUNSABER »

Image
Updated the bars to look more fantasy-ish. These bars were taken from bits of the Dante's Inferno HUD.

I've decided to scrap the previous ammo bar - it doesnt look like it fits at the moment. But I super appreciate the input on what you're seeing - I've been wanting to do something fantasy/medieval/gothic-related for months and this is perfect without me having to fiddle with Heretic right now. Should I work on a blue version too for overhealth and defense?

Also, have some stuff for ya: All the assets for the HUD are in the archive below. Right now just the health and defense are done. Use them how ya see fit :)

Download: http://db.tt/ZfL5oKuc
Official 3DGE64 Project Portal - Public Repository for 3DGE 64.

CeeJay
Posts: 224
Joined: Sat Jan 26, 2013 9:56 am

Re: [in development] unnamed fantasy mod

Post by CeeJay »

Well, I would have to see it in-action to give a deeper analysis.

But what I can say is that I have personally never been too fond of centered HUDs, I don't like the weapon sprites being covered by it. The new graphics are really nice though. I suppose it can work if the HUD looks nice and blends well.

Also it would be a good idea to squeeze number digits in there somewhere in addition to the bars, since that is what players are used to and it gives you a more exact count. Especially important when it comes to health.

EDIT: I reduced the damage inflicted by arrows, made them headshot capable and lastly they are now silent. Began working on item replacements. Here's what I have so far:

Green and red apples - replaces health bonuses

Blue potion - replaces stim packs.
Green potion - replaces med. kits
Wonder potion - replaces soulsphere

Small and large blue mana - replaces bullets
Arrows and quiver - replaces shotgun shells
Small and large fire orb - replaces rockets
Small and large red mana - replaces cells

Ankh of Life - replaces Megasphere
Boots of Resistance - replaces rad. shielding suit
Elven Cloak - replaces invisibility sphere
Ring of Warding - replaces invulnerability sphere
Ring of the Owl - replaces lite amp. visor
The All Seeing Eye - replaces computer area map

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Marscaleb
Posts: 89
Joined: Sat Jun 25, 2016 12:57 pm
Location: California or Utah
Contact:

Re: [in development] unnamed fantasy mod

Post by Marscaleb »

I don't like the latest changes to the HUD; they block the view of the weapons.

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RUNSABER
Posts: 132
Joined: Sat Mar 14, 2015 3:10 pm

Re: [in development] unnamed fantasy mod

Post by RUNSABER »

The HUD changes arent really "changes", just me experimenting with different ideas, and playing around with COAL. Before this moment, I've not touched the code once only to make certain weapons display ammunition. I've only posted images, and not actual code. Speaking of which, I'll make smaller status bars, but big spheres for the numbers to fit in.
Official 3DGE64 Project Portal - Public Repository for 3DGE 64.

CeeJay
Posts: 224
Joined: Sat Jan 26, 2013 9:56 am

Re: [in development] unnamed fantasy mod

Post by CeeJay »

Sounds good.

I've put a hefty amount of work into the mod over the weekend. The weapons are almost finalized I would say. The bow was scrapped with the ethereal crossbow taking its place, the bow felt incredible wonky and was kind of glitchy. Two melee weapons: Trident and Sickle both of which are now much more enjoyable to use. Alternate attacks for the Frost Fang (probably a placeholder), Hellroot (decided to keep it after all) and a vampire attack for the Scepter (health is drained from enemies and added to player). Currently expanding and improving the Skull Staff's rain attack. Gonna see about turning the cloud into a friendly creature that chases and attack enemies.

And the item line-up is just about finished, just need to come up with a replacement for the armor bonuses and the keys along with more bells and whistles here and there. I'll have the current build uploaded later today but I think I'll keep the DDF's external for now, my apologies for the inconvenience.

CeeJay
Posts: 224
Joined: Sat Jan 26, 2013 9:56 am

Re: [in development] unnamed fantasy mod

Post by CeeJay »

As promised, new build uploaded 8-)

Sandstormer
Posts: 127
Joined: Sat Nov 22, 2014 3:12 pm

Re: [in development] unnamed fantasy mod

Post by Sandstormer »

This mod keeps rocking harder and harder. Keep up the good work!

CeeJay
Posts: 224
Joined: Sat Jan 26, 2013 9:56 am

Re: [in development] unnamed fantasy mod

Post by CeeJay »

Some new crazy ideas came to me. The crossbow sec.attack will shoot a group of smaller bolts in a circular pattern that roll around a single bigger one in the center as they move along. The hellroot starts with one projectile but spawns more and more projectiles at the x-angle as it moves along, making it ultimately more devastation at a distance.

Still need to come up with a more eye-popping attack for the Frost Fangs sec. attack. Any ideas?