SuperDoom is a mod for Doom II that aims to recreate SuperHot's gameplay in Doom.

Post news Report RSS SuperDoom: Devlog 1

New video, enemies are now a thing, weapon throwing has been implemented.

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So let's go over the update:

Things added

  • Enemies with brand new sprites to match the SUPERHOT art style. Enemies can use the pistol, automatic rifle, and shotgun.
  • Throwable weapons have been added. Currently the damage is being buggy so it instakills no matter what I set the damage variable to. Besides that small bug, the mechanic is functional and practically complete. The weapon will be thrown by either hitting altfire or firing the gun when it has no ammo.
  • Weapons require the use key to be pressed before pickup. They still need a prompt to show up but the feature is fully functional. Also if the player picks up a gun while holding one currently, the player will throw away the gun currently equipped and will pick up the new weapon.
  • Fists now add basic melee combat. Three punches to kill, one punch to knock an enemy's weapon out of their hand (I forgot to show it in the video but if you make an enemy enter their pain state they drop their weapon and will proceed to enter melee combat with fists).
  • Wall texture added.
  • Weapons are shootable now. They can be shot out of the air or while sitting on the ground. Needs destruction sprites.

Things that I will work on this week

  • Slow-motion/Bullet-time gameplay will be added, hopefully binded to movement before the end of the week.
  • Various sprites and sounds I couldn't add this week such as a throw "woosh" or destroyed weapon sprites.
  • (Optional) Throwable prop objects.
  • (Optional) Add the prompt for picking up guns.
Post comment Comments
OsirisGodoftheDead
OsirisGodoftheDead - - 685 comments

the background music is dope

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KarnTheSlayer
KarnTheSlayer - - 47 comments

maybe you could release a test version where you hold a button for slow motion and then in a later version you can have movement slowmo?

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TheUnbeholden
TheUnbeholden - - 3,599 comments

It does make sense to have both. So that you don't need to be moving all the time in order to have everything else move.

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LudusRegard Author
LudusRegard - - 13 comments

If I can bind slow motion to a key function, I can for sure bind it to movement. Once I get slow motion working I'll release a tech demo test that'd have the hotkey for it.

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ElMutanto
ElMutanto - - 57 comments

Easy to bind with ACS and GetPlayerInput.

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LudusRegard Author
LudusRegard - - 13 comments

Indeed it is, the thing I was considering was whether to make the bullet time based off of "is the player using any movement keys" or based off CheckActorProperty for APROP_Speed and have it go off when the player is under a certain speed.

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ElMutanto
ElMutanto - - 57 comments

Check PM, i send script code

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Olku_
Olku_ - - 2,074 comments

Blog it

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