We got familiar faces coming back, and it’s the shotgun-guy, and the heavy-weapon-dude.
The shotgun guy switches up the game a bit; you can’t avoid his shotgun blasts by crouching. The bullets however are slow, so you have time to jump over them or use a dodge. These guys can punish you if you get too used to crouching.
The heavy-weapon-dude AKA chaingunner is also a ranged roamer who will fire a stream of fast bullets in your direction.
The burst of 4 bullets is hard to avoid by jumping or running, crouching is a safer option. However crouching and waiting for all the bullets will leave you pinned down for a few seconds, which can be critical during an encounter. Chaingunners are also sturdier and can take a shotgun blast to the face.
The combination of these different zombified soldiers will keep you on your toes in the battlefield. So stay alert and see you soon.
After A LOT of testing and arguing we are finally happy with the weapon selection in minidoom2. It was really hard to fit the things we wanted into the game, and make it fun and intuitive to play. Here’s how the process went:
Stage 1: We are making minidoom2!!! I want to make MORE WEAPONS
When we started this I wanted more guns. We had 6 and I wanted to double that. I figured that each weapon would have an alternate weapon, and that would be awesome. Like chainsaw was the alt for the pistol, and the SUPER SHOTGUN for the shotgun. It worked in theory.
Turns out that wheel controls like crap, not intuitive at all. Trying to select a diagonal twice to switch a weapon was just all kinds of wrong…
Stage 2: Denial and the weapon matrix-grid-tron
So I analyzed why it didn’t work. Seems it’s only intuitive to use 4 directions in a keyboard. So then I made another system based on 4 directions, arranging bullet weapons on the right, energy on the bottom, explosive left and no-ammo top. So you press a direction to select a basic weapon then another one to select another less basic weapon. It worked in theory, and it could hold all 12 guns.
Unsurprisingly it worked like crap. In keyboards it was ok-ish. But in gamepad it didn’t work AT ALL. People testing it were just confused at all that huge grid of weapons and how to select them… The conclusion was unescapable… painful CUTS were needed.
Stage 3: Balancing Vision and Gameplay
This is the hard part. As a developer there are many things you want to put in the game. And much of it will not work and clutter the gameplay. 4 directions plus 4 diagonals were easy to use and understand. So we had to reduce the amount of guns to 8. (good bye super shotgun…)
But then I found a middle point. By making the ultimate weapons (BFG) stronger and more limited with their own ammo, it also made sense for them to be harder to select. So you wouldn’t pick them by accident. So then I added two additional slots, left and right had to be inputted twice to select them. It wasn’t comfortable, and it worked perfectly!
So you could say that Minidoom2 has 8 core weapons and 2 more for rare occasions. But you’d be WRONG!!
Whats this?? Yup, I found a way to keep the Super Shotgun in the game! The Super Shotgun is not a separate weapon now, it is an upgrade to the regular shotgun. I realized that once I got it, I never used the regular shotgun anyway. So it works! (there is still a menu option to switch back, don’t worry)
This is all taking more time than expected, but we are learning to deliver a good experience in a game. See you soon space marines
Of course the beloved pinky demon is back in minidoom 2 (with a small AI improvement). But we also have different kinds of pinkys coming from the other Doom games!
Pinkys are more dangerous now because they will knock you back if they hit you. Other than that they are pretty much the same, you also have more options to kill or dodge them. The chainsaw being specially useful if you manage to isolate one of them.
Specters are also coming back from doom1 with a skin overhaul. These sneaky bastards will be invisible when too far away, except for their eyes. I saw this effect used in brutal doom, and thought it was a brilliant take of the specter so I implemented it here!
Lastly from Doom2016 we have the Armored Pinky. These guys are slower but can perform a charge; they are also really though to kill from the front. They have a barrier that eats bullets (testing showed a visualization was needed).
But if you can avoid their deadly charge then you can hit their exposed back. Or just use splash damage and fry them.
All these pinky variations and more coming soon guys!
The Hell Razer from Doom2016 is here. And this enemy is so much damn fun!
This is enemy is just a basic roamer that will shoot you if you are near its range. But hell razers’ attacks are a beam that will instantly hit you if you are in its path.
To give the player a chance to dodge, the Hell Razer telegraphs its attack. The laser has to charge up before it is deadly, so you have a split second where you can see the path of the beam and react to it.
Hell Razers are tougher than imps, but they’re attacks aren’t more difficult to avoid, just different. You can still duck under the beam, or try to jump over it or dodge it. Get many of this guys in a room and it gets hectic, really cool.
Hell Razers Rave parties can get too hot
These fun-loving demons and many more will be here soon!