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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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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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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!

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New Guys

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.

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Weapon Selection Design

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

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The Mancubus

The mancubus is a wall of flesh that will stop your way with constant waves of fireballs.

The Mancubus’ fireballs are slow but powerful. Unlike other projectiles, if you get hit by them you will be pushed back.

Mancubi also shoot a lot!

Be very careful when confronted by them, or you may lose you footing and be tossed around by their fireballs.

They also come in different flavors.

These mighty beasts and more will be coming soon! We will be revealing more enemies as we finish balancing them.

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Different Pinky Races

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!

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Hell Razer

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!

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New movement Mechanics

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.

dod2

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.

dod1

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.

dod2

Dodging will make you invulnerable for a short burst. If you are bold you can make some great plays.

dod3

olé

Also coming: A much needed Double jump

move3

Yes, the double jump will allow you to make longer jumps.

dj1

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)

dj2

This and maybe there are other inventive ways to move using whats at hand.

dj3

See you soon space marines!

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Ammo Types and Weapons

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.

weps

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.

picks2

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.

down

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.

right

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?
  • What do you guys think?