Game Developing Gamer

Comment History
barisbrnv
barisbrnv - - 6 comments @ D4GZ TRAILER

Looks awesome so far.

To reduce the stiffness in view-models I would recommend using the "WeaponSway" and "Tilt++" mods with these graphics. I use them with Zion and boy it makes a difference.

Good karma+1 vote
barisbrnv
barisbrnv - - 6 comments @ D4Menu for all

Well done.
Simple, yet beautiful.

Well, I am sure that the effects in the main menu scene were not "Simple" to make. But you know what I mean.

Some mods have HUD elements that show up in the menu scene.
But it not easy to fix it while staying compatible.

I am glad that you didn't keep it only available in your DOOM4GZ mod.

Good karma+1 vote
barisbrnv
barisbrnv - - 6 comments @ ZionV08 0 9 Code

Ah, Thank you.

Now that you explained those abilities, it sounds more fun. I checked it and it makes things so much different when I know what are they doing. ("lightning is them healing" also makes sense as the argent energy lightnings resurrect demons in D16. It looks really similar too.)

Maybe you can use the F1 help screen image to give these kind of explanations. Now it shows a few mod buttons which does not help much since they are customization.

Still, as you said, these new mechanics would be better if they were optional for those who want to get a simpler game-play, like closer to vanilla D16. It kinda frustrates me when enemies randomly get healed or especial invisible during.

I discovered the melee break for shields while playing and I like that it helps a lot for close encounters. But When a map makes enemies harass you from a balcony or window like opening, I started to ignore them if they have shields since they do not turn around.

I noticed that enemies dodge rockets and it make me smile multiple times. Nice work on that. But not only the bruiser bros, most enemies that can jump stuck in air if they uses an attack mid-air. If the dodge concept is the reason for that, perhaps it can be optional for people who are willing to give up on that feature in sake of more stable game-play.

Almost all the problems I mentioned are more noticeable since I too prefer harder difficulties. When it takes longer times to kill mobs, unpredictable abilities and glitches are less bearable. (A mod that hits hard, and takes ton of ammo to kill while floating in corner of a large room's weird shaped ceiling is annoying, especial when it also gets healed or invisible at the moment)

I guess some of it comes to basic game design choices. For harder games stability and predictability is more valuable than variety in enemy moves. Eg, Darksoul like games.
This idea made me really appreciate how you made some visuals like the charged shot animation of grunts clearly noticeable and kinda long enough to escape.

I look forward for the next update. I am sure it will be more fun. Although I don't have much time to play, because of work, I can comment on your updates time to time as regarding balancing since I only play on Nightmare and Ult-Violence.


PS: I know that this video is not a recent one, but since I didn't see such additional mods in it I can recommend you and other players to check some mods to make Zion even better.
I use "Weapon-Sway", "Tilt++", a custom ledge-climb only version of "Parkmore", and "PyWeaponWheel" with your mod. If you also use Ambiance occlusion and maybe even little bit of motion blur (simple mblur), your mod with HD sprites gives quite a similar feeling to D16.

Even if you like the classic aesthetics, it worth to try. (Not like Zion is about classic aesthetics anyway)

Good karma+2 votes
barisbrnv
barisbrnv - - 6 comments @ ZionV08 0 9 Code

It feels smoother. And I like most of the new additions.

+ GloryKills feel more fluid now.
+ There is no problem with the HD sprite addon so far. (except a small tone mismatch if you set melee to punch, but it is not too bad.)
+ I love the gore tree element. They can be perfect for D16 style maps, if we can spawn them where we want while making maps.
+ Giving shields to pinkies is a good idea to imitate their frontal resilience in D16.
+ The visual effects for attacks seems brilliant.
+ No major script errors or conflicts.
+ Seems compatible with GZDoom 4.2.0

But there are a few points that I didn't like so much too.

- Enemies have some new abilities that doesn't match them such as pinkies are throwing acid bombs, invisibility at random for almost anyone, and Blue glowing war cries(?). I didn't understand what those new sparkly teleport effects, lightning strikes, and jumping attacks do, which enemies spams when they are glowing blue. Perhaps this war cry could be optional in settings. Or at least the chance for it can be adjustable, As it is, the percentage is too high.

- Seemingly now grunts use their charged shots so often that since it hurts each other, usually they kill whole section by fighting with each others. Actually, in harder difficulties, they can even do it faster than I can. Because sometimes too many of them spawns with shields, which is kinda annoying too.

- As I said, shields for pinkies is a nice touch. But I believe you should make the pinky shields completely invisible rather than the doom's indivisibility affect.

- Some time jumping enemies get stuck on air. And some times Revenants don't get Jet Packs visible while flying.

- I like that you implemented dash ability for player. But, I think the green dot on the HUD is unnecessary. Perhaps an option to hide that dot would be useful. Also giving it with 2 dashes available from the start almost takes away the ability's value a bit too. If you ask me, making player obtain it during a play-through and increasing the dash number by updates starting from 1 would be a better design.

-The upgrade system with this ability shares the general problems with other upgrades. Most notably, the RNG factor. I guess this way still works. But it can be better with a few small adjustments like way to check upgrade levels.

Don't get me wrong because I criticize you. I love your work. Especially in the visuals side. Seriously, you are awesome! You made a mod that I was trying to make but failing for years. I am just trying to give you some feed-back.

Honestly, I choose to play Zion over other D4 mods for the way it feels closer to D16. While I can customize enemy sprites to make it even closer to my liking, some details like your way of handling upgrades and these new enemy abilities are harder to modify by players and it feels like missing opportunities.

Any way, I love the update overall. It plays so beautifully with the HD sprites.

Please keep being awesome. ♥

Good karma+1 vote
barisbrnv
barisbrnv - - 6 comments @ Fourth Christmas competition starts now!

1- I like fallow the mod makers and indie developers

2- Family, gifts and so many new games :D

Good karma+2 votes
barisbrnv
barisbrnv - - 6 comments @ Crusaders Way to Expiation

I am not interested with the story or theme but this mod is my favorite because of all this innovations.

I worked at some mods. So I know the vanilla game is not using potential of engine.

But your mod is using this potentials in amazing way. Your graphical enhancements, animations and gameplay mechanics is making me think about BannerLord :D You should working on modding bannerlord too. I loved to help if can

Good karma+1 vote