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>> No.5139178 [View]
File: 338 KB, 1063x632, Drones.png [View same] [iqdb] [saucenao] [google]
5139178

So, for IGMC I'm going to be working on my own game in the doom engine. I'm thinking of a few major differences:
Weapons of equal power, but different utility. If you want to use a more powerful attack, it instead just takes more ammo. Each weapon has a 'lesser', 'greater', and 'utility/extreme' effect, each of which takes more ammo for that weapon.

Instead of 'entrance to exit' singleplayer level design, instead it's more of a defense/survival gameplay mode. Roam around a deathmatch-style level, picking up respawning ammo cartridges and when in danger, activating one-use healing objects, while monsters spawn in.

Rare 'key' monsters spawn, allowing the player to unlock new areas to the map.

A stupid plot about a wizard being attacked by robots from the future, servants of the wizard's enemy, a chronomancer.

Second of all, how does this work for the 'basic' monster type? I ended up 3d-rendering it, and then throwing a bunch of filters on, and tinkering with it afterward.

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