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







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]