A small sample of the project. Around 30 minutes of gameplay with an original soundtrack, voice acting and more!
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TYPHON DEMO 0.1b
March 13 2022
Created by TruDaddy
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1. Installation
2. Gameplay Basics
3. Contact Information
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1. Installation
Load Typhon.wad into Zandronum. It will work in GzDoom HOWEVER for some reason the PlaySound fuction isn't working, which means that a lot of audio is missing. The latest Zandronum is packaged with this mod. Typhon is intended for Zandronum, as there is Co-Op play for 2 players.
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2. Gameplay Basics
In Typhon you play as a marine that gets trapped on a mysterious UAC ship named UAV Typhon. The game will require you to make decisions regarding when to fight - and when to run.
There is a big emphasis on avoiding certain fights - you can come back to them later, when you are better equipped. Players can move around freely (providing you've discovered / unlocked certain
areas of the ship) as this is a fairly open world. Players will have many ways to progress through the game, and will not be limited to just one path. You choices matter.
It pays to interact with objects and to explore the areas of the ship. ****Computer terminals with a red highlight glow can be interacted with. They will provide you with information,
story elements, side quests and the general progression of the game. Do not ignore them when you see them - press the "use" key to interact with the terminals.*** Search for secrets - you will
be provided with rewards such as rare items - which may never appear again anywhere else in the game! Most of the enemies and items spawn randomly, and it gives Typhon a lot of replay value.
Speaking of items, there are many which are stored in your inventory From health kits to sentry guns! Use these in the right situations and at the right time in order to survive! **Some
runs through the game may be MUCH easier than others! A final hint - CONSERVE AMMO!!
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3. Contact
Trudaddy can be contacted via: Moddb.com and send a message. I don't have any social media or public email.
needs a lot of balancing and some hint on where you're supposed to go as it's confusing to navigate but the atmosphere is pretty spooky and a bit too dark and the shotgun feels weak
Thanks for the feedback! I will definitely be addressing these issues as I continue developing this. That's the advantage of releasing a few demos first! Again, thank you for sharing your thoughts, I appreciate you taking some time!
Affirmative
Yeah, seems like the lighting is the main problem.
I will be addressing that issue first and foremost. Thank you for your feedback! Other than that how was it?
Just finished the beta, took me so time as I wanted to explore rather then just rush to the end. Here my toughts so far in a non particolar order:
-As others already said it needs some work on balancing as depending on the RNG the difficulty can range from easy to nearly impossible.
-The darkness was not really an issue for me but again just due to RNG luck I find a few night vision goggles, so I never had to fight in the dark in an unknown area and by the time the goggles run out I had already cleared and mapped the area in the automap, probably some sort of flashlight, even a Doom 3 like flashlight, would be fine.
-I ended up using Zandronum 3.1 for the first completed run, as in gzdoom the audio dialogues + some other audio (as you also stated in the description) do not work, but I think that a mod like this that targets a single player experience should be at least be compatible with gzdoom, also because I think Zandronum 3.1 as the same decorate features as gzdoom 1.8, which is now almost 8 years old, so Zandronum it's missing probably half the stuff that can be done in gzdoom, so the more you develop the mod the more you may find it a bit limited. Other issue I had with Zandronum are: runs way worse then gzdoom (this is probably due to the fact that I'm running the Linux version which I've read have some performance issue with opengl), make it work right my 21:9 aspect ratio was a bit of a pain (had to force -width 2560 -height 1080 trough my launcher and force "16:9" ratio in the video option, otherwise everything was stretched, this way it was ok but something was still of, still not unplayable but not as good as gzdoom), the inventory with the standard HUD was graphically bugged, the items where displayed outside the inventory slots (this was not an issue as played with the alternative one, with secrets/monsters/items number disabled), on gzdoom was fine also with the standard HUD, I could not bind my 4th mouse button to the next inventory item, while with gzdoom the only issue I had was the some audio were not playing.
-The knife should have the "+NoAlert" flag, as it make no sense that I swing it in the air and I get jumped by all the monster in the area, also if it was silent it would be more useful to save ammo as I could take out weaker enemies like pinkies or normal imp without alerting everyone else.
-There is a missing doortrack texture on the side right of a door, I thinks it's the one that give you access to the ventilation tunnels
-Another problem it's that while the environment is good and feels right for a survival game, the shooting and enemies feels like a normal doom mod, with the difference that I don't have enough ammo to deal with them, and the areas are ususally to thight to allow to dodge, I think that It's fine that the enemies feels more tanky, but you should probably upper their pain chance a bit and make a longer, custom pain animation that stun them for a few moments, like just enough time to run past them without getting damaged.
-The granades should bounce a bit less, right now it's really hard to use them.
-The red glow on interactible panel totally disappear if the night vision goggles are active.
-Gadjet like the night vision and radition suite should be toggleble on/off and be usable until completely consumed and not a one-time activation on a timer, like how the night vision goggles and protective boots works in Duke Nukem 3D, this way they can be used for small period of time without having to worry about "wasting" them.
-Consider repacking the mod in a .pk3 format, that way you can use folders and it's not everything in one big list and you don't have to worry about lumps markers, and also given that .pk3 it's just a .zip file with a different extension you get also a smaller file for the same content.
Overall I think it's a cool mod with a lot of potential but it needs some polishing and rebalancing, also as other pointed out the navigation it's a bit confusing, for example some locked door if you interact with them do nothing while other will hint that are locked, this will lead the player to think that the non interactible door are "fake" doors, while in a few instances they were just locked. Now I'll probably replay the mod with gzdoom, as I don't need to hear the dialogues, and speaking of dialogues, a trascript of the dialogue would be useful, like all text message I could open up the console and read them, but the audio they just play once and are gone forever and if you don't listen or miss something you may miss the hint to where you need to go / do.
PS:Sorry for the textwall, I'm really bad at summerize thing so I've reached the char comment limits lol, so I removed everything that is a potential "spoiler" and I will send you a PM, with some screenshot about a few other problems
I DM'ed you back :) I've already fixed the Gzdoom audio...it was the attn and local arguments...gzdoom didn't like those. I will be beginning work on many improvements this week!
Thanks, I've just read it. And sorry about the double message I could just send the PM without this wall text of a comment now that I think about it XD