Hi, I wanted to do a few blog posts about the things that didn’t make it into the game. And there are MANY. So I’ve decided to split these posts into categories. The first one is WEAPONS.
Many months ago, when the weapons were still being selected, the original idea was to have 12 selectable weapons (with the supershotgun being a separate weapon from the shotgun).
This means there were meant to be three weapons that used ammo, and three that used energy cells. And what was this third weapon? Well there was a lot of discussion.
Heavy assault riffle
It was supposed to be a weapons with very fast projectiles that where very large. It had a similar function to the plasma in that it assisted aiming with its large projectiles, but was weaker. An early-game weapon.
Same weapon but with different look, used the hellshot from the DOOM2016 multiplayer because it looked better for using energy cells.
Hellshot mark 2
Ended up giving the large projectiles to the plasma and removing its homing capabilities. And made the hellshot a VERY homing weapon. Turned out this weapon was boring as hell. In the end the functionality of the hellshot, was split into the EMG Pistol and plasma riffle.
Hellshot graphics were reused as the Icon of Sin stage 2 attacks.
So the plasma riffle was an early game weapon, but it was too powerfull for that. To compensate for this, the player starts with a low energy cell count. I also nerfed the plasma riffle, opting for placing an upgrade for it in later stages. Back then I thought the upgrade could turn the plasma into the lightning gun, also from D2016. But I didn’t know if the homing would translate well into a hitscan weapon. In the end there wasn’t enough time to develop this weapon and it was dropped for the plasma riffle MK2. Which upgrades the fire rate, projectile speed and damage of the plasma.
Rockets where dangerous to use up close, so I knew a flame thrower-like weapon was needed. But no matter how much I looked I couldn’t find one in a doom game. The full story of this is explained in the Dark Claw dev post, but yeah the dark claw ended up being the flame thrower because using rockets for its ammo, this weapon ran out too quickly especially since it also shared ammo with grenades, quickly exhausting your options for splash damage, which is vital in the later stages.
Also the Dark Claw used to be purple since the hellshot was red.
I thought about adding a newer version of the BFG that shot a projectile that would shoot lightning at close enemies, like the BFG froom DOOM3 and onward. Also dropped out of time constrains. We said it could be cool for a future expansion. But now the idea of an expansion seems a bit grim considering the massive effort this game took.
After finishing a dodge you will retain its invulnerability for a moment, this will allow you to better recover from it. You can now cancel the dodge animation by jumping, you will retain the invulnerability as if you finished the dodge (so kind of an aerial dodge). To compensate for the buff, the time you have to wait between dodges has been prolonged a bit.
roll or jump through em’
So the dodge is pretty damn important in the game. Due to the large hitbox of the player and enemies, you will soon find yourself in a place where you can’t jump over or duck under an attack.
We want to encourage dodging by making it more powerful and giving it more visual feedback (might add some more effects later). So dodge has to be a very short animation because you lose control of your character, and I wanted to buff it but keep it short and fast. These changes should make it a lot more appealing.
Dark Claw changes
The projectile speed has been increased, this means the effective range has also been increased. To compensate, its ridiculously high damage has been lowered a bit.
making it less Overpowered and more usefull
Also the dark claw can no longer be obtained early in the Dig Site. I thought it might have been an interesting secret to have, but it turns out that obtaining the weapon outside its tutorial area leads to players not learning how to use it or when it is powerful.
Also clearer tutorials and many other minor changes. So dont forget to update.
In need for upgrades? Or you want those pesky runes? Well there are always a few tells when a secret is nearby.
First of all never forget this:
Thats quite literal
When you see health bonuses they will be pointing to a secret or a secret might be nearby. On the other hand armor bonuses will usually mark the main level route.
Like in classic Doom, the basic is being aware for suspicious textures. But also blood spatters in the walls or background are usually present with secret paths. Or just anything that looks like a door.
oddly shaped like a door….
Sometimes its the same texture, but there is blood…
And after all that. What are runes for? Well they unlock a map in the overworld. And inside that map, they unlock special doors. Each one of these doors contains a reward. The more runes the door needs the more powerful the reward.
What could be behind door number 1? Well its not one of those regular upgrades
If you started the game, then you saw the main menu art. This bad-ass composition was made by a local artist and friend over here called Juan Carlos Mamani (JCM), also known as Gun Studio, also known as “the Raccoon”. Like us he made the art all by the kindness of his heart… yep we didn’t pay him 🙁 . So go give him a visit and look at his stuff, because its amazing!! Also he does commissions so go order a few!