We mixed a lot of enemies from all doom games because there were so many cool demons and monsters that we couldn´t just stay only on the first two games. Also we think the concept of “demaking” a game is very interesting. Reversing aspects of, for example a cacodemon to make it cute or grabbing an ultra detailed and scary character like a Summoner and make it 60 pixels tall was endlessly entertaining.
Of course, while making all this sprites I always had theirs very-hi-res counterparts near by. I actually bought the Doom 4 art book only to have a legit reference guide to make my silly pixelart.
I used the concept art for everything from colors to ides for repeating tiles for backgrounds and floors.
And here are some examples of the current sprites on MiniDoom 2 vs their original 3d hi-res inspirations:
EDIT: in case you are a person or robot from google coming to review this page for “shocking content”,.. we know Revenants and Hell Knights can be very spooky, but let let us assure you, they don’t REALLY exist, also, this are not actual photos. kthxbye!
Couldn’t advance too much this week because life got in the way. But we are back in business now. Here are more screenshots (sorry, no time for gifs). Lots of things we haven’t shown yet. And yes, thats the classic Spider Mastermind. It makes an appearance in a certain level, but is definitely not the final boss of the game. The game is moving along.
Getting stuff done each week, this time we won’t stop for the holidays. We will actually use them to finish whatever is missing in the game.
I can happily say that the main menu is finally working properly; we got a very necessary options menu where you can configure the quality of life basic things that were missing in MiniDoom1. This includes music and SFX volume, windowed or full screen mode and configurable inputs (currently under construction).
The main menu font was too clunky for these menus
For the windowed mode I put 3 default sizes in place and the game will also allow manual window resizing and maximizing. I turner manual resize off in MiniDoom1 because I didn’t want weird screen sizes to alter the graphics. But for MiniDoom2 I decided “what the hell” the player can have whatever experience they want with the game.
Some of the data display is still missing, but the data is there.
Also, there is steady progress with the level graphics. Here are some more screenshots:
I’m happy with how everything is turning out. And I wish I could show samples of the great job the music team is doing, but you will get to listen to it soon enough. See you all soon!