"Imagination is a limit far more formidable than technology.Technology is a key far less potent than imagination. Imagination AND technology working in tandem - are free from all limits, except one: imagination." ~HexenStar

Report RSS Legend 9, Full Version progress, update 20: The Problem with the Elves...

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Right off the bat, i am proud to present this little number:


While there is a couple of smaller details that remain tentative (Sapphire skull design) or unfinished (lightning strike bolts for weapon#1), this video speaks very well for itself. I will post a separate one that compares the weapons that exist in vanilla to their upgrades in HWR and subsequently in Legend-9, to better illustrate the differences and work that has been done.

Now, on the subject of Elves, namely - Corvus, i have more good news. During almost an entire year (2023) i had no answer whatsoever to the ultimate weapon for mr. Corvus in our impending grand Hexen adventure. The reason for that is the number of modding restrictions that modern Doomsday imposes by default. In the past, i've arrived at numerous interesting gameplay ideas, which took shape in the prototype Legend 8.33. However, the modern Doomsday made all of those ideas impossible. It also turned some of those good ideas into game-breaking bugs, - which i could not solve: i merely circumvented them in version 9. Also, Wraithverge per se, in its original form - does not exist in Legend-9, simply because its action was deconstructed for multiple benefits and reasons. And for those of you who are curious: no, The Templar (aka not-Parias) uses a separate subset of features which rely on the condition that other player characters do not exist. How is that so?! Doomsday technicalities... No need to bore you with that.

This created a sort of impass which i was merely hoping to MAYBE somehow solve as time goes by. However...time did pass by (about a year) - and i was nowhere near answering this question. And i did mention it multiple times, let alone that this also shows both in the L9 demo and in the interim v0.4 I'll tell you even more: the most likely candidates for this solution started to emerge in my mind about two-three months ago. And all of these were bad. One idea was to rob some concepts from the Marine mod DLC. The other was to compromise, the result of which would be that the differences between Corvus and The Templar characters would become much less significant. Finally, the third: to have Baratus' and Corvus' ultimate weapons identical(!). And believe or not, this was the prospect with the most chances of happening.

Despite that, i was not satisfied with either of these ideas, regardless of the fact that for the very least, - they offered a solution to deliver a fully functioning arsenal, which for the upcoming version 0.6 - would have to be a given. Until one day i changed my direction of thinking. I accepted the fact that with the conditions that Doomsday imposes on me, - at least some type of "shortcut" is unavoidable. So, i started thinking: what is the LEAST CONSPICUOUS shortcut that i can come up with. And in the end, - i did find such one. So, folks, - there is another victory here: Corvus will completely retain his uniqueness, although there are going to be some weapon changes; and only a minimalistic shortcut/compromise will be taken.

This means, that i am less than one step away from returning to the level-work. Sure, some graphics work will be needed to polish Corvus' last two weapons (i already did the first two), but i will leave that part until a later release (most likely 0.8). Cause right now the most important thing for me is that his arsenal is both fully functioning and remains unique (presentation later on, after i make a video on The Templar).

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Ront1980
Ront1980 - - 198 comments

Great to hear. I'm still thinking you will move to Gzdoom someday :P

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hexenstar Author
hexenstar - - 205 comments

I have been thinking about this very concept lately. And must say that this is becoming less and less likely. The reason for that is rather simple: while i generally view the idea of GZDoom very positively, as it would provide me with greater control of the mod and open doors to features and design decisions that are inaccessible under current conditions.
HOWEVER...(there is always that). Legend is THE most complex Hexen (or Heretic) project out there. It remakes literally everything, and to a rather significant degree. The degree of mastery over GZDoom scripting that i would need to have,
to implement all of that - would require me to effectively stop any possible mod development, for any game - and instead, - just learn, research and experiment with GZDoom scripts until i could accrue enough expertise and make it work. A process like this, i estimate, - would take roughly up to TWO YEARS. After all, modding is not my day job. lol.

And frankly, i am not up to such an undertaking. I want to continue developing my projects for Quake II, Doom III, Hexen: Deathkings, Heretic, Doom, and even
Quake I (sound enhancements, what else). Considering my mod-making pace, - even with the best of intentions, this whole GZDoom thing becomes unrealistic the more i think of it. I am not ready to stop creative mod making as i do and just invest two years into learning GZDoom to the degree that is required to translate Legend-9 into GZDoom. It is also possible, is that by the time i would have completed ALL projects (2028? 2030? lol), - i might no longer desire making mods of any kind, because there are other creative things i desire in life.

The only feasible scenario of that happening, is working with a partner/co-creator, who is committed enough to spend time and effort on translating every single feature, game mechanic or script that Legend-9 has, while working closely with me, - both in receiving instruction and understanding the way mod works, as well as confirming with me that the result in GZDoom indeed functions as a carbon copy of Legend-9. The chances of that happening are...very slim. But, not zero, mathematically speaking.

Finally, there is this other, parallel Hexen upgrade-remake that is being developed as we speak, in full 3D with some impressive 3D modeling every now and then i must say. I am not a fan of it, (cause it just retraces all the vanilla blunders), but what engine do you think it uses?! Spoiler alert: Doomsday.

That's the state of things, my friend. I have come to realize this, with time.
Perhaps, i should publish these thoughts of mine as a greater article, to lay this question to rest once and for all. And i probably will, once Legend9 gets
at least to build version 0.8 (or higher).

Having that said, the Doom mod that i am planning - is for GZDoom.

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