As we mentioned before half the game takes place in hell. We wanted to make a nice transition from mars to hell. So we made a portal loosely based on the one from Doom2016!
I’m quite happy with how it turned out, the artist went ham on the concept and came up with a room that was way bigger than the camera so you have to walk around the room to get the full view of it.
The full room, it’s the end of level6 and the first half of the game.
It has some nice lightning effects in-game but I removed them for the capture because of the camera-shaking too much.
During playtesting respawning enemies seemed to cause confusion. People usually play rushing through the stages and killing any enemies in sight, but when required to navigate a stage or backtrack a bit they would start killing enemies that respawn without realizing that they had already cleared that area.
Some of the new decorations and graphics.
This made me rethink the whole respawning enemies deal. Was it really necessary? What’s the point of enemies respawning anyway? I couldn’t find a reason to leave it in game. So now enemies behave much like items. They won’t respawn if you leave the room, but they will respawn if you die of course. The only exception to this is killing rooms. Once you clear a fight you won’t have to do it again even if you die before reaching another checkpoint.
About game progress
More new objects to interact with
I realize there has been a lack of updates recently, sorry about that. We have been advancing steadily but we can’t share many of the things we are working on right now because many of them would spoil the game.
We are currently polishing level design and completing missing graphics. And damn it takes a long time! We also have someone helping out with music and sound (hope I can share more on this soon).
What is this?? I just cant tell you 🙁
That said I will find something or other to update every week, don’t want to stay silent. More stuff coming soon, see you next week.
Hello! We aren’t dead, we just went on a small trip to a comics and videogames convention here in the third world. We prepared the first 2 levels for people to play and test.
From all the gifs you might have noticed that I don’t usually apply textures or tile sets to levels while I test the game. But for this I had to decorate the levels and they are looking very nice.
The artist has been slowly producing new graphics for every level, so that each one looks and plays uniquely.
Here is the last room of level 1: The Hangar just before the exit. Here you face off with the first pinkies. Everything still subject to changes.
Bare essentials for testing
Dressed the place a bit more interestingly
Does it look cluttered? In game looks rather fine. Camera is much smaller
We’ll be back with more news soon!
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?
Life before checkpoints
Previously the game used keys as a sort of checkpoint. Once you got a key and died, you didn’t need to get it again and could just access the next area of the level. This was a clever shortcut I took to making checkpoints since the game was made in a rush.
We even have fancy new doors for each key.
This had a side effect though, all restricted color doors had to be around the starting point so they weren’t frustrating to get to after dying. Levels in MiniDoom1 had to be modular and all grow around the starting room this meant they couldn’t really be very different. BUT NO MORE!
And a gorgeous hell themed door set.
The implementation of killing rooms (fighting challenges) meant that a quicker retry method was needed! So yeah now we do have checkpoints, there are many in each level and you will always find one before a challenging battle.
Can you tell where we got inspiration for the design? I bet you can.
Keys still restrict access to areas and in some levels you will have to get a key then backtrack to a central hub to its color door. But now it’s not a necessity so levels are much more varied. One even follows a linear structure of checkpoints and fights where there are no keys.
The forced suicide problem
MiniDoom2 has no “lives” you can die and respawn infinitely; dying will respawn you with full health and a little ammo. This also meant that if you reach a checkpoint with low health it was better for you to kill yourself and respawn refilled. I hate this in games, especially the megaman series where it’s mandatory to game over after every boss just to refill your extra lives…
I like my marines well-done. (sorry about the mouse)
So yeah, there were 2 ways to go about this. 1: Don’t reward the player for dying (respawning with low life or ammo or no BFG ammo OR implement an extra life system). 2: Just fill the player’s health and ammo at each checkpoint as if he/she died and design the levels accordingly. I obviously chose the second option because it led to less player frustration.
This means that at every checkpoint the player is refreshed and between checkpoints there has to be a challenge according to that. I actually like this a lot, the progression is designed checkpoint to checkpoint and not necessarily as a whole level where the player can’t die. Every section of the level can be challenging and interesting!!
See you next time.
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.
With the last post about the summoner we have covered all of the enemies in the game, except for a few special cases. I’ll clump two of these extra enemies here.
they don’t deal damage for a second when coming out
These enemies are kind of a level hazard, since they appear only on a single level of the game and only on very specific areas.
They are a very simple monster, just a slow melee attacker. But in certain areas of the level they spawn endlessly from the ground, every time you kill one, another will raise somewhere near. They are a pretty fun obstacle to overcome. Every level in the game has its own unique mechanic like these zombie-like guys.
don’t step on the puddle
These variation on the mancubus used to be just the same but with more hit points. After reding some comments in the blog, I decided to give a shot at making it a more unique enemy.
So I made an acid version of the shots with some simple particles, the shots are also a bit faster but smaller. And now that a cyber mancubus dies it creates a pool of acid for a few seconds. Also there is a new effect to distinguish when the player is touching acid or lava.
About the D3 mancubus, hes probably gonna work like the cyber-mancubus but stronger. Anyway it just appears in a single stage.
The summoner is a slippery flying enemy that can be really difficult to kill. As the name implies, he can summon other demons. The summoner floats around the room and prefers to keep away from the player, letting it’s summoned demons do the dirty work.
Killing the summoner can be tricky because it spawns with a shield that can take a few hits (a weaker version of the armored-pinky shield). If the shield is destroyed and the summoner starts taking damage, it will teleport away from the player and regenerate its shield. For this reason using splash damage is most effective against summoners.
Rockets are almost mandatory
Summoners can also attack by throwing a slow traveling energy wave at the player. This attack can go through walls and is very wide, but is kind of slow. Summoners have a really slow fire rate, so they aren’t very dangerous without their minions.
And of course the sommoner can summon lesser demons. There is a chance the it summons a hellraiser or a smaller chance it summons a new imp or a pinky. Right now those are the only 3 demons that can be summoned. I might add revenants or heavy weapons dudes to the list later, but I haven’t tested them with so much summoning variety yet. Don’t worry they have a limit to how many enemies can be summoned at a time (right now its 3).
You can actually bypass the shield with clever angling
Even without their shield summoners are very tough and hard to catch. These enemies should be your first priority on any battle! Kill them before they fill the room with enemies! (A couple of unmaker shots are the best option)
Nice mid-air weapon switch, brah
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
Let’s not forget about the lesser enemies. They might be small but they received big changes.
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.
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