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
For miniDoom1 we used fan made music from cover albums (“Dark side of Phobos” and “DoomII: Delta-Q-Delta”). Awesome music indeed, but maybe not appropriate for every level.
This time the will have a complete soundtrack, this means that every level will have its own music according to its theme.
Responsive music and transitions
The music in some levels will vary according to the environment such as electric blasts in level 2 that will trigger an electric guitar, it will also slow down when opening the weapon select menu and other effects such as that.
Also the music will have a normal version for the normal or platforming sections of the levels and another version for the closed fights that will be much more aggressive and fast.
Here’s a really small sample of the music with some gameplay.
A third member joins the dev team to take charge of music and other aspects of sound design! He is very talented and will give all the music the Doom flavor it deserves.
Oh and don’t worry this won’t delay the game further, he’s already been working on the music for months.
Turns out making levels is pretty hard. Specially figuring out whats gonna work. So whats the design process like over here? Well let me give you a brief tour:
When designing a level first we decide on an overall theme for that level, also which new weapons or mechanics need to be introduced there. Next think about which enemies will fit that level and will go well with the new weapons.
To keep the game fresh each level has some unique hazards or obstacles (like the jump pads from Doom2016), or a unique layout (like a vertical descending level for example). I’m not gonna go into each one of them; don’t want to spoil the game.
A shitty sketch photographed with a shitty camera
Next is to roughly sketch the level in paper. Its good for visualizing the whole route. Here it gets tricky since its hard to come up with something new (or at least different) for every room in the game.
Thats the room editor
Then its translating the sketches into the game editor, and everything usually changes a lot! When a room is done, a quick play to check for errors. I don’t usually place textures or graphics in a level before testing since changing the terrain would mean repainting everything all over again, and we don’t have the time for that. A pity since graphics change the experience and tests become less reliable.
Not the room editor; its a composition for the artists to get the layout of the level
And that’s how we do things, pretty standard I suppose. But that’s what we have been doing right now; finishing what’s missing in the last few levels, and revisiting the old ones. See you next time.
There are a couple of new moves in MiniDoom2 besides the grenades and quick weapon swap.
When play-testing the first corridors of MiniDoom1 I was immediately bummed out because there was almost no way to avoid straight enemy fire. In my opinion a crouch mechanic was vital; it gave the player a defensive option besides jumping. I liked it.
Crouching makes you invulnerable from most ranged attacks. But it removes your ability to move, so you become more vulnerable to enemies like pinkys. It’s a cool trade-off I think.
But then crouching became useless when the enemies where not directly in front of you. Which was way too often. This and the addition of new enemies with new ways of attacking (such as the arch-vile) demanded the addition of a more reliable way of defense.
So, dodging! You can set a key to hold and dodge with the directional keys, or you can set two keys to dodge, one in each direction. I prefer the first option for keyboards and second for game pad.
Dodging will make you invulnerable for a short burst. If you are bold you can make some great plays.
Also coming: A much needed Double jump
Yes, the double jump will allow you to make longer jumps.
But its most important feature is that it will give you much more control over your jumping.
Jumping over enemies and shooting them down is more viable than ever! (If you saw the teaser then you know that’s my favorite strategy hehe)
This and maybe there are other inventive ways to move using whats at hand.
Hello, we wanted to talk about how ammo works on MiniDoom.
There are 10 weapons in MiniDoom2. 6 from the first game, we have already shown 2 new weapons, (not counting grenades and the Soulcube) and there are still 2 we haven’t shown. And we won’t do so just yet. Sorry about that.
About them I’ll just say that one uses enemy kills as ammo. And one is just pure death.
So we have expanded the types of ammo in the game. On MiniDoom 1 you only had bullets, rockets and energy. We wanted to keep the game simple! But this is why the BFG was weak, it had to share ammo with the plasma riffle.
On Minidoom2 the BFG will have its own kind of ammo, much harder to find. So it will be much more powerful. It will also share ammo with the ???????.
There will also be an additional resource acquired through kills: enemy souls. This will power the Soul Cube which can restore your other types of ammo. And the ???? ???? which can just use this resource as ammo. Both are meant to give options on ammo management.
yellow for bullets, blue for energy, grey for rockets, green for BFG
The other types of ammo we plan to leave unchanged. Bullets for Shotgun and Chaingun. Energy for Plasma and Gauss. Rockets for Grenades and Rocket Launcher.
Feedback welcome here:
Some people found it jarring that the shotgun and chaingun share the same ammo.
We think that that’s okay because the two guns use the ammo differently.
The Shotgun gives pain up front, it is slow but good for saving ammo. Since you only shoot every so often, you can dodge and reposition yourself in the down-time.
The Chaingun deals insane Damage (highest in the game) and burns ammo quickly. But to deliver this damage, you have to remain facing your opponent and shooting constantly. This means you can’t run away or dodge.
Both weapons are good in different situations, we didn’t want the situation to be “out of bullets, switch gun”.
So should there be a new type of ammo? “Shotgun Shells”?
Would that make the game needlessly complicated?
Would it give the player freedom to use the guns independent to the other?
Would the player lose the need to choose and just go for whichever one has ammo?