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Touhou Doom | Competition for DoomMaku :)
Posted: Mon Jan 07, 2013 7:48 am
by BloodyAcid
Hello there.
This is a little bullet hell mod I made in the spirit of (community's
favourite) game. It's still not finished, though I've made some key elements already.
Requires: OpenGL (don't worry, even shitty computers can run this one)
Current Completed:
- Monster variations
- Scripted moving enemies
- Upgrading weapon system
To be done
- A working Hud
- Monster death effects
- Better score system
- Arena clearing/ease of use
- A complete level
- Fancier bullet effects
Please don't mind the enclosing walls, I've since removed them.
Spoiler: Screenshots (Open)
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RE: Touhou Doom | Competition for DoomMaku :)
Posted: Mon Jan 07, 2013 2:49 pm
by Ænima
Oh christ.
Don't forget the missiles that have those ridiculous zigzag patterns!
RE: Touhou Doom | Competition for DoomMaku :)
Posted: Tue Jan 08, 2013 12:38 am
by scalliano
Needs a smartbomb :P
Looks good!
RE: Touhou Doom | Competition for DoomMaku :)
Posted: Tue Jan 08, 2013 12:49 am
by Aqua Kitty
Competition, eh? The way I see it, I could certainly learn a thing or two from this mod, but potentially it's a different beast from mine. You're planning on doing levels and mine's purely a gameplay mod (Although when Maku improves and if people like it enough I do plan on making a map pack for it with Single player and Invasion maps).
EDIT: On second look this looks like it'll be a top down shooter, everything's on the same Y plane in the shots, with the billboard turned on, and it seems like it's meant to replicate Touhou gameplay. Mine is more like Action Doom on steroids because of my choice to preserve essentials of Doom's gameplay (first person camera, not being on rails). I can see competition going but in the end they're both vastly different WADs. This mod is looking good regardless.
RE: Touhou Doom | Competition for DoomMaku :)
Posted: Tue Jan 08, 2013 3:15 am
by BloodyAcid
scalliano wrote:
Needs a smartbomb :P
Looks good!
Thanks, though I can swear the experienced coders will cringe and potentially gouge their own eyes out at the sight of my code.
Aqua Kitty wrote:EDIT: On second look this looks like it'll be a top down shooter, everything's on the same Y plane in the shots, with the billboard turned on, and it seems like it's meant to replicate Touhou gameplay. Mine is more like Action Doom on steroids because of my choice to preserve essentials of Doom's gameplay (first person camera, not being on rails). I can see competition going but in the end they're both vastly different WADs. This mod is looking good regardless.
edit: haha, I realized that early on. I only posted it as an excuse for me to finally get this topic started. Really the only Open GL feature I use is billboard, and even in my screens I see that I missed some. Best of luck to your mod as well! More projectiles are always better :>
RE: Touhou Doom | Competition for DoomMaku :)
Posted: Tue Jan 08, 2013 5:53 pm
by Lord_of_D:
O: looks cool, and i'll surely be more cool if you can add touhou girls and make it multiplayer :D
RE: Touhou Doom | Competition for DoomMaku :)
Posted: Wed Jan 09, 2013 12:44 am
by Aqua Kitty
Lord_of_D: wrote:
O: looks cool, and i'll surely be more cool if you can add touhou girls and make it multiplayer :D
That is one consideration for a DoomMaku addon.
RE: Touhou Doom | Competition for DoomMaku :)
Posted: Thu Jan 10, 2013 7:25 am
by President People
Is OpenGL absolutely required to run this mod? I'd like to try it when it comes out, but alas, the Mac version doesn't even have the choice of OpenGL rendering.
RE: Touhou Doom | Competition for DoomMaku :)
Posted: Thu Jan 10, 2013 8:27 am
by BloodyAcid
President People wrote:
Is OpenGL absolutely required to run this mod? I'd like to try it when it comes out, but alas, the Mac version doesn't even have the choice of OpenGL rendering.
The only feature I use is 90 pitch camera with sprite billboarding... since I've never dealt with Macs before, I'm completely unaware of such changes. I'm sorry, but I don't think this can work.
A past software version that I was working on utilized a wonky field and awkward camera angle with weird xy velocities. I ended up scrapping that.
RE: Touhou Doom | Competition for DoomMaku :)
Posted: Fri Jan 11, 2013 10:46 am
by Erma
Looking forward to play this. Basing myself on the screenshots and where this is going, I'm pretty sure that i'll be addicted to it in no-time!
RE: Touhou Doom | Competition for DoomMaku :)
Posted: Sat Feb 16, 2013 9:28 pm
by BloodyAcid
RE: Touhou Doom | Competition for DoomMaku :)
Posted: Sat Feb 16, 2013 9:33 pm
by Ænima
Holy poop.
How well does this function online?
RE: Touhou Doom | Competition for DoomMaku :)
Posted: Sat Feb 16, 2013 11:25 pm
by BloodyAcid
Idk, I haven't tried this online yet. Probably very smoothly, since there aren't that many things.
RE: Touhou Doom | Competition for DoomMaku :)
Posted: Sun Feb 17, 2013 3:49 pm
by CloudFlash
how much of those cacoballs are actually aimed at you? ...more than 1% ?
RE: Touhou Doom | Competition for DoomMaku :)
Posted: Sun Feb 17, 2013 4:31 pm
by Zap610
Is this going to use the Touhou hitbox system? Also, please please make it like pofv so it works online, I know a few people who would play it (myself included) if it's good.
RE: Touhou Doom | Competition for DoomMaku :)
Posted: Sun Feb 17, 2013 5:48 pm
by Ænima
BloodyAcid wrote:
Idk, I haven't tried this online yet. Probably very smoothly, since there aren't that many things.
Every non-clientsided projectile will use server memory. Exactly how much, I don't really know. But if you're spawning a Touhou amount of projectiles (especially like what is seen in the harder levels), then playing this mod smoothly online will probably require the host to have an above-average processor and bandwidth.
RE: Touhou Doom | Competition for DoomMaku :)
Posted: Sun Feb 17, 2013 6:41 pm
by BloodyAcid
I'm still limited by the 35 consecutive projectiles per second ceiling. Spirals of projectiles become incredibly slow, and cool fast patterns are immediately diminished into sluggish amounts that can't fill the screen the way I prefer it to. Of course, I can get past this with more monsters, but it somewhat complicates things for bosses.