The Plasma Rifle has been through some major changes in Minidoom2. After seeing people play MiniDoom I came to the conclusion that a weapon which was very reliable was needed, and the familiar face of the Plasma Rifle was perfect for the job. First of all the homing aspect of the rifle has been removed and taken to another weapon.
The new Plasma Rifle, is a weapon which will help you in most cases, and will be a great go-to-gun. It will be an energy efficient weapon(unlike its previous version), also less destructive than before. But It will have decent DPS.
Its new strengths however will not be in its firing speed or damage, but in the size and speed of the plasma projectiles. The new plasma shot is huge, and fast. You mostly won’t need to duck to reach enemies and with the projectile speed aiming will be easier.
Also since the projectiles aren’t homing anymore a new mechanic to help aim has been added to this weapon.
That’s right, you can aim the Plasma Rifle diagonally! This mechanic is unique to this weapon only.
The weapon will also be available very early in the game! (probably right after the shotgun) So you can kill those hard to reach demons and use the energy cells you get from kills right away.
The new Plasma Rifle is a weapon you can trust! See you soon space marine!
We will be showing some of the new weapons to come in Minidoom2 and the first one to make the cut is Doom2016’s Gauss Cannon.
The design behind the Gauss is all about these two words: PRECISION and POWER. Just like in the original game, the Gauss will shoot a single super-strong, super-fast projectile that will shred the demons it meets along the way.
All energy based weapons in Minidoom will serve the purpose of aiding you in aiming to difficult targets in some way. And the Gauss will be the most precise of them all. It will auto track enemies near you in a cone in the direction you are aiming, and will home into the closest one.
The shot will deal high damage but will have a very slow recharge rate. But don’t worry, if the enemies life is lower than the damage, the shot will pierce through and deal its remaining damage to other enemies in its path. It can roughly pierce 3 zombiemans and a barrel, or two imps, etc.
The game is already out!, please go to our DOWNLOAD PAGE to see all the new info and download the game for free!
I’ve been changing the game quite a bit since its release; trying to improve on its many flaws. MiniDoom was a project that was made in just a few weeks. We had to rush to release it, because we wanted to launch it alongside Doom 4 (Doom 2016). So the game was not tested enough, and is very barebones compared to what we had in mind.
I’m happy to see that MiniDoom has picked up some notoriety lately. So I’m gathering all these improvements and instead of just adding them to the old game or releasing a pack, we are making it a whole new standalone game, the way it was meant to be played from the beginning.
So we are giving this little project a final boost: MiniDOOM 2!!
What to expect:
Of course it will be a completely new game with new levels and a new boss.
A new overworld map will allow you to select levels and revisit completed areas.
Since the game will be longer, it will save your data.
What is a new game without new weapons? Each weapon will now have a counterpart for a total of 12 guns!
There will be a much wider variety of enemies to test your new guns on!
Not only the previously shown grenades but other new moves, powerups and mechanics too!
I believe this will be a better way to play the game.
What NOT to expect:
No mobile version – Sorry guys. I’m trying to export a Mac version though!
No multiplayer – It doesn’t seem viable for a small project like this one.
The original MiniDOOM was based on DOOM 1. This one will not be limited to any Doom version in specific. We decided to just have fun with it so it will mix elements from all the Doom games!
You will be able to fight classical Arch-Viles alongside with new Hell Knights.
Really dig the new revenant design. (sorry no diagonal shooting yet :p)
To deal with the new amount of weapons a quick select mechanic is already added. Like the one in Doom4. (also a peek to 2 of the new weapons)
These and many, many more features will come to MiniDoom 2!
The release date for now looks to be late november 2016. Will keep on posting till then.
Back when I was first making MiniDoom I was planning on putting up a flinch mechanic like in many other platform games.
First on my mind was super Metroid, enemies knock you back there, so why not here? As I continued continued with the development the game took form on what it is now (something very different from super Metroid). You have plenty of health and enemies hit you a lot, you have a short invulnerability period to even the odds against many enemies. Its fast, it’s cool enough.
Adding a flinch I thought would slow down the combat too much; I thought that it would be suitable for a game where you get hit less, not this one.
This was a mistake however, now you can easily go through enemies without even fighting them, it’s no problem since you have so much health. In the classic Doom enemies block you and you have to defeat them or find yourself trapped.
Well I’ve reached a compromise. Some attacks will knock the player back, and some more than others.
A regular shot will just trigger your invulnerability frames, but running into an enemy will knock you back, explosions too. This might have some other cool applications (rocket jumping???)
So MiniDoom is getting this new necessary evil, the dreaded flinch mechanic. But don’t despair, the marine will get some new movement options to fend off the hordes of hell.