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Secrets and score

So the score screen is lot different from the classic Doom’s, this one is a lot simpler. This is to save the score you get and display it in the overworld map too.

Classic Doom score screen counted kills items and secrets in a percentage basis. Then it counted your time vs a level standard time. We wanted to take this into MiniDoom if possible but ended up making some changes along the way.

Ye olde screen

We don’t use percentages because we wanted to store and display your score for each level, and to display a score in 5 different parameters was a lot of info on the screen. So the score is just one parameter that goes from 0 to 5. If you meet one of the scores’ criteria for that level (like enough kills) you get one point to your score.

Also the “items” score parameter had to go. Its no fun to go grab every last health bonus, this isn’t Banjo Kazooie.

The score parameters

hmmmm dat screen melt

Kills: Of course you will be awarded this point if you kill most of the enemies you encounter. Summoned enemies (like lost souls from a pain elemental) don’t count towards this score, however enemies that respawn do count.

Deaths: If you die too many times in a level you won’t get this point.

Time: Gotta go fast. This score gives a margin for time wasted dying the allowed amount of times.

Difficulty: Playing in any difficulty harder than normal will award this point.

Secrets: You do not need to find all secrets in one go. All secrets you find are saved and you won’t need to find them again if you want a good score.

You can check your score and secrets from the overworld map

So since “Score” is one whole thing from 0 to 5 to get a perfect one you need to do all 5 things at once, you can’t get “kills” in one go, then try for “time” the next time you play. Except with secrets, take your time exploring.

Secrets

We want to include a lot of secrets in the game and we needed a way for players to know which secrets they already found and which are missing. So we use a collectible item to mark this: Runes.

Runes dont have graphics yet hehe… they will probably look something like that (Doom2016)

So secret areas may contain standard pickups or some other secret thing, in these cases the area will also contain a Rune. Runes do not respawn once picked up, so you will have a better idea of where you have already been if you reenter a level looking for secrets. Secret areas may also contain small upgrades to your total life, armor, or ammo; these count towards the total secrets found for each level. And of course they don’t respawn either.

Runes do not do anything by themselves but collecting them will unlock extra cool things in the game, if you are into that sort of thing.

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The Overworld Map

Let’s talk about how the overworld map works. First of all this is not a final version of the map, it will still change in its graphics and layout. In the design of the map we obviously based it on the super Mario bros 3 overworld. You navigate it in rails and you unlock the way by clearing levels.

This is the tentative map for the first part of the game: Mars. It consists of 6 levels and 2 trials.

However here you can replay any level you clear. This has a couple of uses, when you select a level you can chose a difficulty to play it in. So you don’t select a difficulty at the start of the game, but on each stage. This gives the player a lot more flexibility. Right now we have decided for 3 difficulty levels on start: Too young to die (easy), nomal (normal), and Ultra violence (hard).

The Runes are a way to quantify how many secrets you find, more info on that next time.

There are also 2 more difficulties to unlock: Watch me die! (very hard), and Nightmare (nightmare). Higher difficulties will raise the amount of enemies and damage you receive. I won’t get too much into it right now because they haven’t been properly balanced yet.

You can also go back to a level to search for secrets you might have missed or to challenge yourself on obtaining higher scores. Both will be tracked and displayed at the start and end of every level. I will explain more about how the score and secrets system works on the next devlog.

You can also quit a level at any moment. But lose your extra ammo, as if you died

So now tell me what you think about the Normal difficulty being called “normal”. Is it a good decision for the noobies? Or should we just call it “Hurt me plenty”? Would it maybe add too much text and confusion to an already cluttered selection screen? The logic here was that when you read “normal” you immediately know what’s up. Is it just boring?

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Bestiary

Another convenient chart. This one contains all the enemies in the game!

I arranged all the enemies in 4 tiers depending on their combat capability. Of course each tier adds a more complex behavior or just bigger numbers to an enemy’s arsenal. This chart does not represent the order on which you will meet these enemies in the game, you can see barons of hell very early, but mini-arachnotrons very late in game.

Tier 4 enemies cannot be stunned by the chainsaw, also the Hell Knight. I’d say the hell knight is in a point between 3 and 4, it has a lot of damage, but not a lot of hitpoints.

Below the enemy name is their type.

Roamer: Walks around aimlessly and will attack if you get in range.

Chaser: Will move towards you and try to smash you with its body.

Hunter: Will keep a close distance to the player, attacking with ranged attacks when far, and melee attacks when up close.

Sniper: Will try to keep a far distance from the player, attacking with long-range fire or spawning other enemies.

Of course, any of the enemies can have the Chosen modifier, which increases its life and can change its behavior.

It makes me happy to see all these cheerful demons in one place.
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Hell Knight

We are showing the hell knight just now because all of its sprites were redrawn and are sharper than ever.
The hell knight is a large tanky chaser enemy than can deal a lot of damage and disrupt your movement by pushing you around, jumping and blocking your way.


What makes hell knights dangerous is their large size. Their running speed is not too high, but they accelerate when jumping. They can also jump higher depending if the player is positioned much higher than they are.

Learn how they behave and you’ll easily dodge them

All this makes them hard to avoid if you cannot focus them 1 on 1.
There are many ways to avoid hell knights. You can even roll through them but your timing has to be good.

Easiest way is to wait till they jump and slam the ground and jump over them at that point. Trying to jump over a running hell knight can cause them to jump to intercept you, and you don’t want to get hit by that (while jumping they have increased damage and knock-back power).


When a hell knight slams the ground it launches a small fire wave that travels over the ground. Don’t get distracted by this, it doesn’t deal as much damage as the knight and it doesn’t push. A chosen hell knight can launch a fire wave that travels way longer.


Hell knights can be hard to ignore with their size and mobility, get used to their way of movement so you can better engage them in a group fight.

Hes big but ignore that bastard, focus on archviles
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The smaller things

Let’s not forget about the lesser enemies. They might be small but they received big changes.

Lost Soul

Let’s face it; lost souls in miniDoom1 were overpowered as fuck. They could charge into you then just continue to damage until you moved or somehow killed them while they were inside your hitbox. It was pretty bad (also in version 1.0 they used to do double damage).

Now with bouncy action

So now the super needed change: Lost souls now bounce off you. Once they charge you or you run into them, lost souls will be pushed back. A small change but it makes a huge difference!

Lost souls 2016

It’s a new brand of lost soul from D2016. The main difference is that contact with them will make the lost soul explode. The explosion is not too damaging but the pushback effect can be really dangerous, especially since they tend to hang around cliffs. Killing the lost soul will not produce an explosion, just some harmless sparks.

Mini Arachnotron

Well this is one enemy that we changed completely. I posted some sketches of this enemy last year and ever since I really liked the concept. I went for it because the alternative was just not different enough from the heavy-weapons-dude or mancubus. I thought this would be better for gameplay diversity. It crawls around walls and ceilings (like the Metroid guys) but it also shoots plasma at you if you cross its line of sight.

This is the only incarnation of the arachnotron in the game, but if we ever release more content for the game, I would like to do a proper sized one based on the Doom64 arachnotron.

Got a soft spot for this fellas, still gotta murder them
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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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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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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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Pain Elementals

The Pain Elemental joins the armies of hell!

pain1

Pain elementals are shy creatures, they prefer to stay away from any space marine and vomit flying skulls at them from afar.

pain2

A pain elemental’s only means of attack is to spawn lost souls at great speeds in your direction and hope they take care of you. You will have to chase these cowardly beings around the map.

pain3

If left unchecked a Pain Elemental can become very dangerous, spawning lost souls and laughing at your pain. Don’t worry though; they can only have a small amount of lost souls at a time.

pain4

The plasma riffle is a good option for taking care of the lost souls and their pesky spawners.

pain5

A pain elemental on its own is not a threat. So isolate them as fast as possible, get close and blast them quickly.

More demons will be joining soon! See you next time!