Posted on

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.

 

Posted on

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.

Posted on

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

Posted on

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!

Posted on

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!

Posted on

MiniDoom 2

minidoom-2-cuadrado

I’ve been changing the game quite a bit since its release; trying to improve on its many flaws. MiniDoom was a project that was made in just a few weeks. We had to rush to release it, because we wanted to launch it alongside Doom 4 (Doom 2016). So the game was not tested enough, and is very barebones compared to what we had in mind.

I’m happy to see that MiniDoom has picked up some notoriety lately. So I’m gathering all these improvements and instead of just adding them to the old game or releasing a pack, we are making it a whole new standalone game, the way it was meant to be played from the beginning.

So we are giving this little project a final boost: MiniDOOM 2!!

What to expect:

6 Of course it will be a completely new game with new levels and a new boss.

2 A new overworld map will allow you to select levels and revisit completed areas.

5 Since the game will be longer, it will save your data.

3 What is a new game without new weapons? Each weapon will now have a counterpart for a total of 12 guns!

4 There will be a much wider variety of enemies to test your new guns on!

7 Not only the previously shown grenades but other new moves, powerups and mechanics too!

1 I believe this will be a better way to play the game.

What NOT to expect:

No mobile version – Sorry guys. I’m trying to export a Mac version though!

No multiplayer – It doesn’t seem viable for a small project like this one.

 

Some differences:

The original MiniDOOM was based on DOOM 1. This one will not be limited to any Doom version in specific. We decided to just have fun with it so it will mix elements from all the Doom games!

knight arch

You will be able to fight classical Arch-Viles alongside with new Hell Knights.

reven

Really dig the new revenant design. (sorry no diagonal shooting yet :p)

wep-select

To deal with the new amount of weapons a quick select mechanic is already added. Like the one in Doom4. (also a peek to 2 of the new weapons)

These and many, many more features will come to MiniDoom 2!

The release date for now looks to be late november 2016. Will keep on posting till then.

archbye

Posted on

A necessary evil: Flinch

Back when I was first making MiniDoom I was planning on putting up a flinch mechanic like in many other platform games.

gotta hate that

First on my mind was super Metroid, enemies knock you back there, so why not here? As I continued continued with the development the game took form on what it is now (something very different from super Metroid). You have plenty of health and enemies hit you a lot, you have a short invulnerability period to even the odds against many enemies. Its fast, it’s cool enough.

Adding a flinch I thought would slow down the combat too much; I thought that it would be suitable for a game where you get hit less, not this one.

balore

This was a mistake however, now you can easily go through enemies without even fighting them, it’s no problem since you have so much health. In the classic Doom enemies block you and you have to defeat them or find yourself trapped.

flinch

Well I’ve reached a compromise. Some attacks will knock the player back, and some more than others.

A regular shot will just trigger your invulnerability frames, but running into an enemy will knock you back, explosions too. This might have some other cool applications (rocket jumping???)

flinch

So MiniDoom is getting  this new necessary evil, the dreaded flinch mechanic. But don’t despair, the marine will get some new movement options to fend off the hordes of hell.

See you next time.

Also: PALLET SWAP

flinch2