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Armory 01

Complete table below

Since we are finished with the weapons I wanted to make a chart with the weapon information.

Of course it’s not a complete chart, it doesn’t have values like range or ammo consumption. But those numbers might change in development… well all numbers might change haha.

DPS (Damage per second) is not a determinant factor on which weapon is better. All weapons are better in a situation. The minigun has the highest DPS and it’s definitely not always the best weapon. Most of the times up front damage like the shotgun’s is more useful. Or the Gauss wich might have a low DPS, but its range, auto aim and piercing bullets make it very useful.

Right now I think weapons are mostly well balanced.

A weapons’ SPEED is determined in shots per second. Some of these and DPS values are rounded.

To get an idea of damage values a zombie man has 30HP, imp has 45HP, a pinky 80HP, caco 115HP, baron has 280HP.

I might do a more complete chart later in development.

You might want to open the picture in a separate tab to get full view

Some clarifications: Staggering enemies like in the original Doom is just stoping their movement for a while when they get hit, it’s a new mechanic we are working on. Enemies killed with the chainsaw will always yield a random ammo drop. Soul cube doesn’t have attack speed or DPS because you can not fire it repeatedly even if you have many souls, you have to wait till it returns to you before firing again.

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Weapon Upgrades

Some of the starting weapons in MiniDoom2 can be upgraded to a new weapon if you find the corresponding powerup. It’s not just cool, it was necessary.

I was halfway through designing the levels, and there is a difficulty spike when entering the hell levels. There are new enemies and they are tougher, so I planned to introduce the super shot-gun there and increase the player’s damage output as well.

The design philosophy here is that no single enemy is supposed to be too hard to kill (except for bosses of course). Enemies are meant to be killed in large quantities, with the challenge not being in taking them down but in not receiving too much damage in the process. I think I will do another post detailing more about where we want to focus the challenge in MiniDoom2 and why I opted for including small ammo and stat collectible upgrades.

Anyway I noticed that I didn’t use grenades, the shotgun or the pistol after a while. Because these weapons were the first in the game I realized that they did have a lower power level, and I couldn’t change that without making the game easier. BUT I WANTED ALL WEAPONS TO BE EQUAL. So a solution was to include an upgrade for the weapon later in the game to raise their power to that of the other guns.

Super-Shotgun

The necessary double-barreled partner you need to go into hell. When you get this upgrade, the shotgun has become a lot mostly outclassed by the gauss canon and minigun. But then it gets elevated to god-tier. At the cost of a higher ammo consumption and reload time, a well-placed super-shotgun blast should dispose of most of hell’s minions in one shot. You’ll fall in love with the shotgun all over again.

Double the barrels, double the fun

Fragmentation Grenades

Grenades are very useful in the start of the game, but slowly become irrelevant. With plasma and gauss as better alternatives to aiming and rockets as a more devastating use of your ammo, halfway into the game grenades seemed to have been forgotten.

The fragmentation upgrade increased the damage area and makes each grenade fire a blast of 16 shrapnel fragments in a short radius. This weapon is very powerful against big enemies since they tend to catch much more of the shrapnel. The grenades become really useful against single powerful enemies rather than area weapons since there are better options for that (like the BFG), it’s a really nice switch in utility. And the shrapnel can bounce of walls too!

Those fat cacos are a good target

EMG Pistol

Its Doom2016’s Energy-Matter-Gel Pistol. This upgrade increases the size of the pistol projectiles a lot, making it easier to hit small enemies like lost souls. The damage is also increased enough to one-shot them. However you CAN NOT charge up the damage of the shot like in Doom2016, this mechanic would promote passive playing and reward waiting. I don’t think this would be a good addition to MiniDoom. It may have worked in Doom because they have other mechanics that encourage engaging enemies (like glory kills).

So right now the EMG is just a damage upgrade, I’m still thinking if it should add some extra utility to the pistol. Tell me what you guys think.

Feedback is welcome
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Weapon spotlight: Unmaker

You saw it coming. The last weapon is Doom64’s Unmaker! The Unmaker is a devastating precision-weapon that can deals massive damage in straight lines. It is perfect for taking out priority targets, even when they are in a crowd.

       

This weapon also has a long history in its development. As soon as we started planning the new weapons, we knew we wanted to implement the unmaker somehow.

If you played Doom64 you know the Unmaker is a rapid fire laser that pierces through enemies and can have a small spread.

Thinking about translating this into 2D I immediately thought about a hitscan(instant hit) laser gun, much like the metal slug laser, except it would go through enemies.

The apparently bright idea

Problem is, It was too good. The weapon was just too convenient, it was a super powered version of the minigun or plasma. It didn’t really do anything different, it just did it better.

So then I tried to balance that prototype, low damage didn’t feel like an ultimate weapon at all. High ammo consumption seemed like the best way, so you could only sustain the beam for a few precious seconds. But that also felt wrong somehow… It made the minigun obsolete and it also didn’t feel ULTIMATE enough…

Then I went for a more BFG approach: rare ammo, small charge time and a high payoff. And after balancing the weapon it felt right, one of my favorites.

It felt like an ultimate weapon. Rather than shooting it for a few seconds, it builds up for a second and then it shoots a massive blast in the direction you are aiming. It’s harder to master, but the payoff is also more satisfying.

Getting the timing right is key

The Unmaker fires a huge laser (as tall as you are) that deals massive damage to everything in front of you instantly. Afterwards if anything survives the initial blast it will also deal additional heavy damage to the first enemy in front of you. This means the Unmaker is great for killing tough priority targets like archviles, summoners or chosen hellspawn even when they are surrounded by lesser demons.

If the additional damage is triggered, a visual effect is displayed over the enemy

The Unmaker doesn’t have the massive radius of effect from the BFG but it shoots faster and it also consumes HALF THE AMMO. So you can be a lot more liberal with your Unmaker shots.

Crowds of enemies or a big fat one reduced to chunks in seconds

Annihilate everything in front of you or deal massive damage to one target. The Unmaker is the perfect weapon for a platform game, delivering instant death in straight lines.

See you soon space marines.

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Weapon spotlight: BFG 9000

The BFG returns and is now as powerful as it should have been the first time. It is a massive area of effect projectile weapon that can deal critical damage at close range from the blast and low damage at long range from the blast. Its usage is very limited, but it can clear the screen of enemies.

How it used to work in MiniDOOM1

The BFG used energy as ammo, also in that game you could accumulate a lot energy cells. So either I made the BFG really powerful and eat up a huge chunk of you energy, or made it less strong and allow the player to use it more. I went for the latter approach, because I wanted the player to have plasma ammo if needed.

Ammo modeled after Doom3 ammo

I guess it was the right decision because the BFG wasn’t precise at all, often bullets would just miss theyr target and if they were too expensive it would be frustrating. The downside was that when you hit, the enemies wouldn’t die, and the weapon felt weak.

The damage was also kind of random. The damage was proportional to the distance but was not regulated to be useful with enemy health amounts. That meant that most times the damage would be just a bit short to kill an enemy. Like a pinky having 90 life and BFG deals 87 because pinky was just a bit far. This kind of damage is not useful, it just left all enemies weakened and made the weapon feel wrong.

What can you kill with one shot? A lot

How it works in MiniDOOM2

Main difference is that BFG now has its own ammo, this is how the ammo works:

Whenever you spawn (enter a level or respawn) you have enough BFG ammo for one shot. You can also accumulate enough BFG ammo for two shots, but BFG ammo is very hard to come by, it is usually hidden. So the BFG is your trump card, you always spawn with one, and decide when its best to use it.

You can also increase your BFG ammo (starting and max) later in the game. To increase fun all enemies have a REALLY SMALL chance of dropping BFG ammo when killed!!

The AoE is most of the screen

In the accuracy department BFG projectile now travels a distance, and then it homes into the nearest enemy, much like the plasma but slower and more accurate. The projectile also has a huge hit box for enemies, and a small one for terrain. If the BFG doesn’t hit anything in its short life, it’ll explode blasting anything nearby. Much more reliable than the older version.

In the damage department BFG is devastating. The projectile itself deals damage and a direct hit with it will kill almost anything except for the toughest enemies (Hellknight will die but Archville can survive). Then it has 5 area damage zones according to distance to the blast. 1st distance has enough damage to kill mancubi or cacodemons, 2d has enough to kill armored pinkys, 3rd can kill hellrazers or heavy weapons-dudes, 4th imps, and 5th zombiemen.

They were asking for it… clumping up like that

Use your BFG wisely, but don’t overthink it. You always have one available. So don’t forget that when things get tough you always have the nuclear option.

 

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Baron of Hell

The barons are back! And this time they are not a boss, but they aren’t just any regular enemy either. Barons are really strong; they have a large health pool and a lot of damage. They also have a new kit of abilities, with a powerful melee slash, a large homing fireball and of course TELEPORTING!

First of all the barons received a visual overhaul too! They have new sprites and animation frames, new effects for their fireballs and melee attack.

The baron of hell is all about keeping the player moving. Previously barons would just try to teleport on top of you which created fireballs, then they would shoot MORE fireballs at you. It was ok-ish to keep you running, but the player could just stay there and tank the projectiles.

Baron-punch! Now in glorious slo-mo

This time we are taking a different approach. The baron’s fireballs are significantly slower and will only chase you for a short while, they deal good damage though. The barons strength now lies in its melee attacks, because of that its movement speed is also slightly increased.

When the baron teleports near you he won’t spawn fireballs, but if you stay near he will strike at you with a fiery slash that deals heavy damage and has quite a knockback.

They are less dangerous at a distance

To deal with a baron of hell keep moving and attack when the baron teleports and is vulnerable. Just keep moving but be careful where you run because they will never stop trying to teleport and get you cornered.

I said don’t get cornered!

If you played minidoom1 and see a baron of hell with the chosen fire crown, you’ll probably get some flashbacks with the amount of health they can have.

Barons can’t jump, so luring them to a fall is also a good strat

Barons of hell will be teleporting on your face pretty soon. See you then space marines.

 

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Imps, imps, imps

You want imps? We have that. We got more imps!

Working on the later hell levels I realized we needed a new flag enemy, someone to welcome you to hell with open claws. And that enemy had to be a good ol’ imp.

Doom3 underrepresented? we demand diversity!

This one is based on Doom3’s imp (lets show poor Doom3 some love). And it is not just a dumb roamer, it will chase you, jump obstacles and cliffs shoot and slash at you.

These imps are quite agile and can jump far.

They can shoot fireballs but prefer to get close and use their claws on you.

Just a few more enemies till we are done showing them all. See you soon!

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Weapon Spotlight: Dark Claw

The decision to include this weapon is a long story.

Mid-point in making the new weapons I realized that there was no short range splash weapon, rockets where too dangerous to use close range.

So I thought a flame thrower would be the perfect addition; a weapon that would use rockets in a different form. Short range and deadly!

I made a prototype and it quickly became one of my favorite weapons. However, there was a problem: there were no flame throwers in any Doom game!

What to do then?? I wanted everything to be based on lore. I didn’t want to just make one up!

So then I started searching a weapon that could be adapted. Hellshot? Lightning gun? Those would clearly be energy weapons…


Jazz hands

Then I remembered a really old twitter comment were someone asked about the Dark Claw from the Doom Bible. And so again I looked for the entry in the bible:

“Demon weapon that casts a dark cloud of tortured essence. Silent but deadly. The Dark Claw feeds on human souls. Killing possessed humans or hellslaves allows the weapon to feed”

This time I could imagine it as just what I was looking for. Dark flame-like globs that ate enemies!

Visuals from the Dark Claw exist in some of the alpha builds of Doom! (this one might be a recreation tho)

So then a conversation sparked.

-Isn’t this a bit obscure? I mean the “Doom Bible”? It’s not even a Doom game.

-It’s not even very clear as how it works.

-It sounds damn cool though.

-Better than slapping on a generic flame thrower.

-Ok, as long as it’s a fun weapon.

And fun it was. So I remember reading about the original Doom’s development, and how Romero wanted to include a demonic weapon that would feed on souls and heal the player. That idea would come about in the form of the Soul Cube in Doom3. And the Demonic weapon in Doom64’s Unmaker. But they never did come through with the Dark Claw.

Its like a flamethrower, but edgier!

So yeah, we decided to go ahead with it. And use some of the original concepts for it. I changed the ammo from rockets to souls, and the flames to look black and red. With the appearance of the weapon itself I took some artistic liberty. It’s not a single claw you hold. But the marine’s hands become the weapon! Since the weapon itself seemed very abstract, I thought this was the coolest interpretation.

The dark claw is a short range splash damage weapon. Its projectiles travel slowly and go through enemies. The weapon can deal heavy damage due to its very fast fire rate. Its drawbacks are its short range and the sluggishness of its projectiles.

The dark claw is perfect to get rid of clusters of enemies that might be too close to you. Its ammo will deplete quickly if fired constantly, but every kill will recharge it. So if you are killing weak enemies you can almost go on forever.

The dark globes will stop if they hit a wall, but they will keep on doing damage. So if you are being followed, a good strategy is setting the floor on fire.

More cool weapons and enemies will be revealed soon as we approach the final stages of development! See you soon everyone.

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Power-ups graphic overhaul

We got new graphics for all the powerups. The sprites and also effects when picked up.

Early on we realized the powerups were hard to notice. They were too small and also it was hard to tell what they did.

Sometimes you could pick up a key or weapon and not even notice. We made and effect for each powerup, and the keys and weapons also display text on screen.

In the ammo department, we completely remade the powerups. The old designs just weren’t useful. Users had a hard time determining what was what. So we used the colors and icons we made for the GUI as a base. Each ammo type has a main color that makes them instantly recognizable.

These are some of the first quality of life improvements we are now working on. Many more coming up.

See you next time.

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The Cacodemons

We love the cacodemon. It is probably our favorite enemy… it’s just so charming!

So cacodemons in MiniDoom2 are a bit different. You will find them floating around from the second level onwards. This means that they are not as powerful as they used to be.

In Minidoom1 cacodemons where high level enemies that were really tough to kill.

just 2 missiles this time

In Minidoom2 they still have the role of a floating sniper, but they have less HP. The other stats are also a bit reduced: damage and projectile speed. Their shots still explode in a small splash area. This is in order for the cacodemon to become a more common enemy and use it often in the level layouts. So expect to see lots of these smiling guys.

Cacodemon variation

We didn’t want to lose the impact of a powerful cacodemon so made a variation based on the cacodemon from Doom 2016. Although this demon has a different role, it is a short range chaser.

It is also much tougher and faster. Once these cacodemons get close to you they will unleash a torrent of fire that deals heavy damage and can push you back.

Your best bet against these bastards is to exploit their short range, and weaken or kill them before they can get near you.

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Killing Rooms & Chosen Hell Spawn

Hello! Here are a couple of incoming new mechanics that make the levels in the game way more interesting.

Chosen Hell Spawn

Sometimes you will encounter specially powerful demons. Hell’s chosen champions. They are differentiated by having a burning crown on top of them.

A juiced up imp

These bastards have more than double the HP of a normal enemy of the same type. But that’s not all. Most chosen hellspawn behave differently from regular ones, they may attack more often or be faster, or even attack in completely different ways.

Most of the times these guys serve as mini-bosses in killing rooms.

Killing Rooms

There are several rooms throughout the game that will lock down when entering or performing an action. Triggering these will spawn waves of demons which will have to be killed before being able to escape.


I do like that cheesy line

These rooms are carefully crafted encounters that will put your murdering skills to the test. Dodging enemy attacks while attacking, navigating confined spaces and managing your ammo and items will be key to survive these gauntlets.

All levels end in a brutal encounter before exiting, and most levels have several of these fights. So be ready, running away is no longer always an option.

A sample of killrooms in some of the actual levels (not actual game music haha)

See you next time and prepare to die space marines!