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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: 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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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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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!