[WIP] Dungeon Crawler 64

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Blast McFury
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[WIP] Dungeon Crawler 64

#1

Post by Blast McFury » Fri Aug 05, 2016 1:51 am

Hey all, Blast McFury here. I've got a Zandronum mod I've been working on for a good couple of weeks with my good comrade, DiscoPhonics420, that aims to recreate the vibe of my favorite game as a kid, Castlevania 64, but mixed with Doom, and multiplayer. Pretty specific, I know. Anyways, it's a cooperative, 4-player-compatible RPG adventure, and is a major throwback to N64 games I played as a kid (Castlevania 64, Aidyn Chronicles, Majora's Mask, etc.)

In its current state, only two maps are completed (only one available in this demo,) but a good portion of the basic functionality, gameplay, and vibe of the old N64 classics is already there, so it's just a matter of making maps to complete it. I know, you can't wait until then, just calm down! We're working as fast as we can! This is what I hope the final product will look like, with little notes indicating its status:

[spoiler]
  • 4-player compatible: three different classes you can choose from! (two available thus far.) Only two classes are working currently.
  • A semi-random path from start to finish: three different starting maps. Some maps will have multiple exits leading to different levels, but they all converge towards the end for the final boss. A single playthrough will ideally be around 2-3 hours in length. Incomplete. Current demo map has two different "endings."
  • Semi-random dungeons: the levels themselves change slightly every time you play them (rooms shift, keys in different spots, enemy spawns change, etc.) Complete.
  • Certain events will happen at certain times of day (NPCs will show up, doors will be unlocked, etc.) Incomplete.
  • The ending changes depending on items collected and time it took you to get to the final boss. Incomplete.
  • A shop: a mysterious salesman sells you supplies. Complete.
  • A day/night cycle. Complete. although it's not visually noticeable on this map. During night-time, monsters become stronger, and certain items become more expensive in the shop. Sun/Moon Gems fast-forward the time to Sunrise and Sunset, respectively.
  • Monsters are semi-randomly-placed. Depending on difficulty and number of players, more monsters will spawn. Complete.
[/spoiler]

Look, real talk here: I just wanted to make an RPG mod that gives me that nostalgic feeling I get playing old N64 games, that's also very RNG-heavy and unpredictable so I could have fun with a couple friends, but after a few more gained interest, I just said "why not?" and decided to post it here. I consider this a tech demo with lots of stuff quickly thrown together, so a lot of it is subject to change. If more interest builds here, I'll continue to update this post. If not, oh well! Questions, comments, any feedback is welcome. Thanks for reading, and party on!

Download version 2.0:
[spoiler]Main file: http://adf.ly/1cuv66

Note: Requires bloodrpb1.wad to run. Can be downloaded here: http://realm667.com/index.php/en/compon ... 69&Itemid=

Changes:
  • Nerfed the bats.
  • Fixed the Revolver.
  • Shopkeeper defends you from monsters.
  • Added fullscreen hud support.
[/spoiler]

Screenshots:
[spoiler]Click on them for full-size view.

Image

Image

Image

Image

Image

Image

Image[/spoiler]

Credits:
[spoiler]I've ripped a bunch of resources from various sources, namely Realm667. I tried my best to keep credits in the .pk3, but I know I missed a lot, so I'll do my best in the future to track down where I got everything and document them. But in short, here's the major ones for now:

Blast McFury: Design, programming, mapping, graphics/sound design, music
Disco Heat: Design, programming, mapping, graphics/sound design
TheCubasy (my old username): Programming
Konami: Sounds, music
Realm667 & friends: Programming, graphics/sound design[/spoiler]
Last edited by Blast McFury on Fri Aug 05, 2016 6:31 pm, edited 3 times in total.

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Combinebobnt
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[WIP] Re: Dungeon Crawler 64

#2

Post by Combinebobnt » Fri Aug 05, 2016 2:19 am

should have worked on it more before posting

-gunslinger does some funny dance when he shoots, almost unplayable as that class
-fuck bats
-no support for software or the fullscreen hud
-died to a bat while buying food...

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Blast McFury
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[WIP] Re: Dungeon Crawler 64

#3

Post by Blast McFury » Fri Aug 05, 2016 4:02 am

Thanks for the feedback, updated the file for those who are interested.

Download: http://adf.ly/1cuv66

Changes:
  • Fixed funny gunslinger dance I think? Removed what I think was the culprit, let me know how that turns out.
  • Nerfed bats.
  • Added fullscreen hud support.
  • Shopkeeper's got your back now.

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Jimp Argon
 
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[WIP] Re: Dungeon Crawler 64

#4

Post by Jimp Argon » Fri Aug 05, 2016 8:21 pm

This looks pretty cool man. I havnt gotten a chance to play it yet, but from the screenshots and description it seems pretty interesting.

I only wish you included a readme so I knew what wad I am supposed to launch this with. Hexen or Heretic? I'll figure it out soon enough.

Best of luck to your project.

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Blast McFury
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[WIP] Re: Dungeon Crawler 64

#5

Post by Blast McFury » Fri Aug 05, 2016 8:54 pm

Jimp Argon wrote:This looks pretty cool man. I havnt gotten a chance to play it yet, but from the screenshots and description it seems pretty interesting.

I only wish you included a readme so I knew what wad I am supposed to launch this with. Hexen or Heretic? I'll figure it out soon enough.

Best of luck to your project.
Thanks! I hope that when it's finished somebody will get a kick out of it. :happyface: Anyways, it runs off of doom2.wad. Enjoy! I'd love to hear any feedback.

Also there's a bug I noticed: the ammo counter for the Gunslinger is misaligned in fullscreen hud mode. I fixed it for next release, but figured a minor bug fix like that isn't worth a full reupload.

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[WIP] Re: Dungeon Crawler 64

#6

Post by Jimp Argon » Fri Aug 05, 2016 9:58 pm

I just got done playing through it as the gunslinger. I gotta say, this is a really great idea you have here. I love all the references and I also like the cool original looking monsters (Zombie and a certain tentacle monster.) The platforming was fun and so was having to run back to the merchant to get items. I look forward to seeing this completed.

Seriously though, great job man!

I did encounter a thing with the boss at the end.... When I killed him. His "arms" were still sticking out of the water. I wasn't sure if that was intended or not, but it just seemed off because he was dead and his "arms" were still moving. Its a minor little thing, but I thought I would bring it to your attention.

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Blast McFury
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[WIP] Re: Dungeon Crawler 64

#7

Post by Blast McFury » Fri Aug 05, 2016 10:23 pm

Jimp Argon wrote:I just got done playing through it as the gunslinger. I gotta say, this is a really great idea you have here. I love all the references and I also like the cool original looking monsters (Zombie and a certain tentacle monster.) The platforming was fun and so was having to run back to the merchant to get items. I look forward to seeing this completed.

Seriously though, great job man!

I did encounter a thing with the boss at the end.... When I killed him. His "arms" were still sticking out of the water. I wasn't sure if that was intended or not, but it just seemed off because he was dead and his "arms" were still moving. Its a minor little thing, but I thought I would bring it to your attention.
Haha, yep that's a bug, thanks for pointing that out. :happyface: And I'm glad to hear you enjoy it! More platforming is to come in future levels! Stay tuned for more updates. I love ideas and suggestions, so if anybody has some, let me know. :cool:

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Jimp Argon
 
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[WIP] Re: Dungeon Crawler 64

#8

Post by Jimp Argon » Fri Aug 05, 2016 11:39 pm

I would love to see some Castlevania music somewhere in here. Also some more enemy variety's like the "ripper" from Shadow Warrior might serve well as a werewolf type monster, and maybe a "coolie ghost" just to switch it up a bit from the other ghosts.
http://legacy.3drealms.com/sw/enemies.html

Are you thinking about making weapon upgrades? You know, like you can eventually upgrade your revolver or whatever weapon from the merchant. (For a price of corse)

I don't know... That's all I got for now.

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Blast McFury
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[WIP] Re: Dungeon Crawler 64

#9

Post by Blast McFury » Sat Aug 06, 2016 12:07 am

Jimp Argon wrote:I would love to see some Castlevania music somewhere in here. Also some more enemy variety's like the "ripper" from Shadow Warrior might serve well as a werewolf type monster, and maybe a "coolie ghost" just to switch it up a bit from the other ghosts.
http://legacy.3drealms.com/sw/enemies.html

Are you thinking about making weapon upgrades? You know, like you can eventually upgrade your revolver or whatever weapon from the merchant. (For a price of corse)

I don't know... That's all I got for now.
There's already some Castlevania tunes in there (the boss and merchant music, for example.) Ideally for the finished product I'd like to have all-original music tracks, but making a Castlevania music swap addon wouldn't be hard at all, and I could include it as a separate download.

I'll work on some monster variety.

Weapon upgrades isn't a bad idea. I'm trying to be careful about weapon balance, because the Revolver has easy potential to be super overpowered, so I'll need to plan that one out carefully.

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Jimp Argon
 
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[WIP] Re: Dungeon Crawler 64

#10

Post by Jimp Argon » Wed Aug 10, 2016 5:55 pm

May I suggest posting this topic on Zdoom fourms and possibly doomworld forums? You are more likely to get more feedback from those places considering that this place is practically a grave yard.

I wish it wasn't the case but anyone with eyes can see that it is.

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Doomenator
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[WIP] Re: Dungeon Crawler 64

#11

Post by Doomenator » Wed Aug 10, 2016 7:03 pm

I did not even bother to download.
[spoiler]Image[/spoiler]

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Jimp Argon
 
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[WIP] Re: Dungeon Crawler 64

#12

Post by Jimp Argon » Wed Aug 10, 2016 8:54 pm

Well you know.... If you turned off your add blocker and waited 3 seconds. You wouldn't have that issue.

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Combinebobnt
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[WIP] Re: Dungeon Crawler 64

#13

Post by Combinebobnt » Wed Aug 10, 2016 9:59 pm

yea use a better download site
we couldn't beat the map online. in the second playthrough a door was stuck too (moved only an inch)

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Doomenator
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[WIP] Re: Dungeon Crawler 64

#14

Post by Doomenator » Thu Aug 11, 2016 1:58 am

Jimp Argon wrote:Well you know.... If you turned off your add blocker and waited 3 seconds. You wouldn't have that issue.
O, realy? How did you figure it out? :biggrin:
Next time when a link with a virus, need i to disable antivirus?

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Jimp Argon
 
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[WIP] Re: Dungeon Crawler 64

#15

Post by Jimp Argon » Thu Aug 11, 2016 3:15 pm

Doomenator wrote:Next time when a link with a virus, need i to disable antivirus?
Well the link doesn't have a virus on it, so I don't know why you would bring that up. But to answer your question.... Yes in your case if you manage to find a link with a virus disable your anti virus and download it.

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Doomenator
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[WIP] Re: Dungeon Crawler 64

#16

Post by Doomenator » Thu Aug 11, 2016 6:24 pm

Jimp Argon wrote:Well the link doesn't have a virus on it, so I don't know why you would bring that up. But to answer your question.... Yes in your case if you manage to find a link with a virus disable your anti virus and download it.
Well, but it's easier to ignore such advice and links, than to deal with the consequences. :biggrin:

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