I've always been pretty good at getting to grips with technical stuff. Modding Doom proved to be a fun, but sometimes frustrating experience. There are engine limitations to deal with in the original Doom engine, but then there's also quirks of the port being used. But, I can get my head around that. It's why teaming up with my best friend @[BarefootMapMaker](members:barefootmapmaker:4544685) has worked so well. I can make happen what he dreams up. At least, as far as Doom goes.

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Since my last post, I've been digging into learning more about scripting for GZDoom. We wanted to have a Rebreather in Dragon Sector (Remake) so I looked into how to do that. Well, I didn't have to re-invent the wheel, because there already was a pre-made Rebreather. It's a powerup, and keeps you from drowning.

We wanted sounds to go along with it, though, and to add a Flashlight to your player for those dark, underwater excursions. Again, I didn't have to reinvent the wheel there, because there's already a nice Flashlight mod for Brutal Doom and Project Brutality.

They are a nice starting point for me to see how some effects were done, and build on it. As of now, I've got underwater breathing sounds working, but only when the rebreather is active. Pondering whether or not to have the light come on when the Player jumps into deep water. I'm thinking yes. This is a dark, moody map, and an advanced military combat suit would probably have enough on-board smarts to turn the lights on when it gets dark.

Apart from that, BarefootMapMaker is hard at work on the map itself. The detail he manages to put in always amaze me! I look at the map in the editor and just can't make sense of what I'm seeing, but he knows exactly what it all is. Different strokes, I guess.

I'll probably have another look at those little Fleshspawn baddies, too. If I can get them to charge at the player without killing each other that'll make for an interesting mob to face.

At any rate, that's enough rambling for now. The more I do this, the more I pick up. Hopefully I'll get to the more advanced stuff in due time.

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