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Version 2.0 Changes

The new version is here! Many small changes have been made, I also didn’t want to make any huge change that would make the game feel different.

For anyone who played miniDoom before, I’m sorry to say there is no new levels or additional content 🙁

So the changes for this new patch follow 2 principles to hopefully make the game more fun and not lose its essence:

1- Kill faster

2- Players should never get stuck

For the first most weapons got a damage or attack speed buff. Also some enemies might have had their HP reduced. For the second all levels have received many small changes like additional platforms in frustrating sections, better tutorials and more signs and items pointing the way. Also cruel enemy placement reduced in easier difficulties.

PLAYER:

The player can now shift the camera up or down, by standing still and crouching or aiming up. Camera returns to normal when moving. The time for the camera to start moving is short, and it starts moving slowly. I hope I landed it right and it never gets in the way of the player.

in orange: Area you couldn’t see before

Explosives:

-Rocket Launcher and grenades now use “Explosives” instead of just “Rockets”. This should clear the confusion of what ammo grenades use.

-Ammo color of Explosives is now dark Red. Souls ammo color is now white. Special ammo color is now bright yellow.

-Explosives now have new powerup sprites and upgrade sprites

-Rockets, grenades and frag grenades have new graphics

New sprites for the powerups, weapons and GUI !!!

WEAPONS

Shotguns:

Shotguns can deliver a lot of damage, but you have to land a good shot. I found out that many players had trouble doing that, sometimes because of the random nature of the bullet-spread. So I made the shotgun a lot more forgiving by increasing the amount of bullets and range. Landing a good shot should be way easier and landing a perfect shot will be very rewarding.

-All shotguns buffed (landing a full hit will now 1 shot a revenant with regular and 1 shot a caco with super)

-Attack range increased

-Number of bullets (damage) increased

-Stagger chance and duration increased

Minigun:

-Damage per bullet increased a bit to keep up with the shotgun (Still is by far the highest sustained damage weapon)

Rocket Launcher:

-Damage from projectile moved to first frames of explosion. The projectile itself does little damage now. Enemies in direct contact with the explosion as it detonates will take damage as if being hit by the rocket.

Grenades and frag grenades:

-Same change as Rocket Launcher.

-Frag shrapnel will not disappear when outside the camera.

-Frag Grenade damage reduced for shrapnel and increased for explosion and projectile (Damage slightly higher than before). This should give frag grenade damage more consistency.

Plasma Rifle

-Damage increased for both plasma rifles.

Gauss Cannon:

-Attack speed increased

-Deals 1.5 damage to shields (summoner and armored pinky). Many people selected this weapon to deal with Summoners so It seemed a good idea to make it a powerful option against shields.

Dark Claw:

-Increased damage a bit

-Added some background screens depicting its usage. I hope this will make it clear that the weapon is essentially a flame thrower.

SoulCube:

Damage changed to have a big burst of damage as cube deploys, then steadily reduces damage for duration (total damage is slightly higher before). This will make cube more effective against mobile enemies.

BFG 9000:

Every new patch the BFG gets buffed! So let’s keep doing it:

-Damage from the projectile moved to inner zone of damage. The projectile itself now does negligible damage, all enemies really close to it will take much higher damage than before (like being directly hit).

-Average damage increased for all damage zones (Max damage not increased).

-Distance for all damage zones increased.

Hazmat suit:

-Duration increased

-Amount of hazmat suits in levels increased. (Or placement improved)

DIFFICULTIES

I found that many players started playing by default in “Ultra-Violence” since it’s what they play in Doom. I lowered the difficulty of “ultra-violence” to make it more similar to “bring it on” which is also easier now.

-Hey, not too rough (easy) Added plenty of aid platforms in hard platform sections.

-Bring it on! (normal) amount of enemies reduced on most levels. Added aid platforms in some really hard platform sections.

-Ultra Violence (hard) damage received reduced. Has the old normal amount of enemies

-Higher difficulties remain as insane as ever!

Example of terrain modification in the toxin refinery.

ENEMIES

Mancubus:

HP reduced a bit

Attack speed reduced

Projectile life time greatly reduced

Cyber-Mancubus acid pool duration reduced

Lost soul:

-HP will not increase before Nightmare difficulty

Cacodemons:

-Regular caco: HP reduced

-2016 caco: Fireball range reduced, HP reduced

Pain Elemental

-HP reduced

Icon of sin:

-Bonus damage taken from direct rocket hit increased

-Brain now closes immediately after taking damage from BFG

Archvile:

-HP reduced

LEVELS

-Blind jumps reduced by adding ledges, also camera moving should help with this.

-More and bigger signs added to point out where the path or keys are on Mars levels

-Added camera blockers to improve visibility during some fights

-Reduced the amount of “red vines” in levels with red vines

The in-game rocket jump tutorial you all deserved

Many levels:

-Changed places that where annoyingly difficult. Such as places with too many death pits, or sections with too many falling platforms and no solid ground. Seeing people play these sections made me think that this difficult terrain was just not fun to play through.  So many levels that had this kind of enemy or hazard placements have been changed to be more straightforward and less frustrating.

The mancubus blocking the path was not even dangerous, just tedious. Also this was supposed to be a secret section. It should be rewarding.

SECRETS:

The blood murals now clearly state that blue bottles mark secrets. Twice. I hope this helps out finding secrets. Also many secrets now more clearly pointed out by bottles, blood or tutorials.

Secret Doors:

-All secret doors received a new graphic which makes them MUCH easier to find (Many players never realized secret doors where a thing). Also tweaked background graphics to make them more obvious.

Hangar:

-Placement of some secrets changed, spread more evenly through the level

-Tutorial for secrets improved (I hope)

-1 new room! (Only new content in the game)

Toxin Refinery:

-More hazmat suits

-Tutorial for rocket boosting added

-Removed possibility to obtain the gauss cannon early. It was not good for properly learning the use of this weapon

Hell Gate:

-New background screens make it clearer to escape rather than fight during final lockdown

-Now have to activate hell portal manually before ending the level

-Rocket jump tutorial is now animated and demonstrates how to perform jump clearly

-Added plenty of ledges in places with many pits

MISC

Boxes will now shake when hit to demonstrate they receive damage

BUGS

Some bugs fixed, among the most notable:

-Tower of babel final boss fight crash fixed

-Pandemonium falling through the floor bug fixed

-Possible crash when killing an enemy that teleported in the same frame it spawned fixed

-Sounds not returning to normal from low bit mode when finishing The Abyss fixed

-Possible error when spawning the floor in the 3rd stage of the Icon of Sin fixed

 

Thats all for now. Happy demon slaying!

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Cut content: Levels

Last time I talked about the different weapons that didn’t make it into the game. This time I want to talk about a few ideas for stages that got changed or just didn’t make it in because of time.

Spire

The spire used to be a level from miniDoom1. It was that vertical level that was mostly red, this was the only level that didn’t have a name from any Doom level and I wanted to keep it in miniDoom2. I wanted a vertical level and my first idea was: climb a tree. I remember there being some weird dead trees in the first room of hell in classic Doom. So then I thought: climb a giant dead tree with ruins along the way. I don’t know, the idea sounded solid in my head.

I want dead trees and lava??

The poor artist tried rendering my mad ravings into textures. But in the end he had a better idea: FLESH. We changed the whole theme of the level to fleshy spires with meaty acidic interiors and a few ruins. Much cooler, and that’s why you need a team to challenge your ideas.

Fleshy is waaay more interesting

The great miniDoom DLC

Early on I wanted there to be 3 maps, with 6 levels each to achieve the great 666. We ended up with 2 maps with 6 levels, 4 trials and a bonus level. Most of the unused ideas I just spliced into the bonus level Pandemonium. But we also discussed the possibility of adding a third map later as a sort of free DLC or expansion. And for a time it was real in our minds, but later due to the huge time and effort it took to develop the game we realized it would be pretty much impossible.

The theoretical map of the expansion

So the idea of the “DLC” was to add a map in space around the 2 tiny moons of mars Phobos and Deimos. The story wouldn’t  follow hell on earth, it would follow the Doom64 story. The demons where defeated in the moon bases, but a powerful demon that revives all of them appears:  the Mother Demon.

The Mother Demon, from Doom64’s map “the Absolution”

Your mission is to go to the moons and guess what? RIP AND TEAR until they are empty again. The gameplay would include low gravity areas, the perils of outer space and new enemies of course.

 

The Arena

Just a mockup

The idea of the arena was an infinite level where you could test your skills in a series of never ending rooms where the difficulty would ramp. You would clear a room, get some health back then try to clear another more difficult room. There would be no reward just accumulate as many kills as you can so you can brag about your high score haha. There was a bit of work put into this before we realized it was too late to include it in the game. I’m actually toying with the idea of completing it and adding it to the next version of the game… what do you guys think? I took a long needed break from miniDoom but I’m feeling sort of refreshed nowadays.

See you next time; I’ll talk about enemies that didn’t make it into the game.

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Cut content: Weapons

Hi, I wanted to do a few blog posts about the things that didn’t make it into the game. And there are MANY. So I’ve decided to split these posts into categories. The first one is WEAPONS.

Many months ago, when the weapons were still being selected, the original idea was to have 12 selectable weapons (with the supershotgun being a separate weapon from the shotgun).

This means there were meant to be three weapons that used ammo, and three that used energy cells. And what was this third weapon? Well there was a lot of discussion.

Heavy assault riffle

It was supposed to be a weapons with very fast projectiles that where very large. It had a similar function to the plasma in that it assisted aiming with its large projectiles, but was weaker. An early-game weapon.

Hellshot

Same weapon but with different look, used the hellshot from the DOOM2016  multiplayer because it looked better for using energy cells.

Hellshot mark 2

Ended up giving the large projectiles to the plasma and removing its homing capabilities. And made the hellshot a VERY homing weapon. Turned out this weapon was boring as hell. In the end the functionality of the hellshot, was split into the EMG Pistol and plasma riffle.

Hellshot graphics were reused as the Icon of Sin stage 2 attacks.

Lightning GUN

So the plasma riffle was an early game weapon, but it was too powerfull for that. To compensate for this, the player starts with a low energy cell count. I also nerfed the plasma riffle, opting for placing an upgrade for it in later stages. Back then I thought the upgrade could turn the plasma into the lightning gun, also from D2016. But I didn’t know if the homing would translate well into a hitscan weapon. In the end there wasn’t enough time to develop this weapon and it was dropped for the plasma riffle MK2. Which upgrades the fire rate, projectile speed and damage of the plasma.

Flame Thrower

Rockets where dangerous to use up close, so I knew a flame thrower-like weapon was needed. But no matter how much I looked I couldn’t find one in a doom game. The full story of this is explained in the Dark Claw dev post, but yeah the dark claw ended up being the flame thrower because using rockets for its ammo, this weapon ran out too quickly especially since it also shared ammo with grenades, quickly exhausting your options for splash damage, which is vital  in the later stages.

Also the Dark Claw used to be purple since the hellshot was red.

BFG Upgrade

I thought about adding a newer version of the BFG that shot a projectile that would shoot lightning at close enemies, like the BFG froom DOOM3 and onward. Also dropped out of time constrains. We said it could be cool for a future expansion. But now the idea of an expansion seems a bit grim considering the massive effort this game took.

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Changes in patch 1.3.0

Dodge mechanic buffed

After finishing a dodge you will retain its invulnerability for a moment, this will allow you to better recover from it. You can now cancel the dodge animation by jumping, you will retain the invulnerability as if you finished the dodge (so kind of an aerial dodge). To compensate for the buff, the time you have to wait between dodges has been prolonged a bit.

roll or jump through em’

So the dodge is pretty damn important in the game. Due to the large hitbox of the player and enemies, you will soon find yourself in a place where you can’t jump over or duck under an attack.

We want to encourage dodging by making it more powerful and giving it more visual feedback (might add some more effects later). So dodge has to be a very short animation because you lose control of your character, and I wanted to buff it but keep it short and fast. These changes should make it a lot more appealing.

Dark Claw changes

The projectile speed has been increased, this means the effective range has also been increased. To compensate, its ridiculously high damage has been lowered a bit.

making it less Overpowered and more usefull

Also the dark claw can no longer be obtained early in the Dig Site. I thought it might have been an interesting secret to have, but it turns out that obtaining the weapon outside its tutorial area leads to players not learning how to use it or when it is powerful.

Also clearer tutorials and many other minor changes. So dont forget to update.

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Secret hunting in miniDoom2

In need for upgrades? Or you want those pesky runes? Well there are always a few tells when a secret is nearby.

First of all never forget this:

Thats quite literal

When you see health bonuses they will be pointing to a secret or a secret might be nearby. On the other hand armor bonuses will usually mark the main level route.

Like in classic Doom, the basic is being aware for suspicious textures. But also blood spatters in the walls or background are usually present with secret paths. Or just anything that looks like a door.

oddly shaped like a door….

Sometimes its the same texture, but there is blood…

And after all that. What are runes for? Well they unlock a map in the overworld. And inside that map, they unlock special doors. Each one of these doors contains a reward. The more runes the door needs the more powerful the reward.

What could be behind door number 1? Well its not one of those regular upgrades

Happy hunting.