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Showtime!!! A magical adventure for GZdoom (Update: 04/30/24, v1.02 Mermaid Fantasy)


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Oh man I've been waiting a long time to see all the pieces come together.  Congrats on the release!

 

Can't wait to give it a try and enjoy some fantastical sparkly carnage!

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Posted (edited)

Gave this a spin paired with Angelic Aviary, fun stuff. I especially enjoy bunny-hopping up walls.

 

One oddity I noticed is that using the IDFA or IDKFA cheat, or "give armor" in the console, removes Heidi's clothes, which I assume is unintentional given that it happens whether fanservice is enabled or disabled. Another thing is that the purple smoke effect is somewhat of a performance killer; viewing a large cluster of powerups, for example the cluster of soul spheres/fountains of youth at the beginning of Doom 2 In Spain Only MAP10, tanks my framerate (I have a pretty old CPU so your mileage may vary). It'd be nice to have an option to turn that down or replace it with a lighter effect.

 

Also, I think the

Spoiler

Versatile Factions easter egg outfit

might be misaligned? Seems to get drawn higher than I would expect.

Edited by Shepardus

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One oddity I noticed is that using the IDFA or IDKFA cheat, or "give armor" in the console, removes Heidi's clothes, which I assume is unintentional given that it happens whether fanservice is enabled or disabled.

Yeah, that's unintentional. I wanted Heidi to be put in a clown suit when cheating, but the code is complex and requires Zscript. Gonna get some help to include that in future editions. The Versatile Easter egg has already been corrected.

 

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It'd be nice to have an option to turn that down or replace it with a lighter effect.

I'll add that to the option menu.

 

Thanks for the feedback. Glad you're enjoying the mod.

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Posted (edited)

I gave it a short try but had to quickly stop.

 

I find the default HUD to be unreadable. This is important information for survivability, it needs to be clear with just a glance. I know the fancy two-tone numbers might look good, but they're impractical for hectic gameplay situations. Please reconsider all uses of two-tone numbers (even in the specially designed HUD the screenshots have). I also find the "curtains" as part of the status bar borders to be too bright and eye-catching, which again, hurts readability. You want the player's eyes to drift off the unimportant parts of the HUD, so it should be dull or muted.

 

It might be better with whatever the HUD displayed in the screenshots is, but I'm not sure how to enable it.

 

I'm also not a fan of ammo (rockets) deciding to just roam all over the map whereever the fuck it feels like. Authors - at least, skilled authors - usually take great care in placing ammo in fixed locations for a reason. This messes with that placement and therefore messes with the intended balance of combat. I think it might also give away secrets.

 

EDIT: WOW. You replaced the rapid-fire chaingun with a slow-firing super-shotgun thing. That absolutely DESTROYS intended balance, especially because there is also simply no single-barreled shotgun. This seems like it should not be a stand-alone mod, but part of a specifically-created level set.

 

Showtime-Ureadable HUD.jpg

Edited by Stabbey
WOW

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I find the default HUD to be unreadable

That is not the default HUD, it's the secondary HUD. I do agree with you however and will tone down the colors to be more akin to the main HUD and make numbers more legible.

 

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It might be better with whatever the HUD displayed in the screenshots is, but I'm not sure how to enable it.

The "+" and "-" arrows to adjust screen size.

 

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WOW. You replaced the rapid-fire chaingun with a slow-firing super-shotgun thing. That absolutely DESTROYS intended balance, especially because there is also simply no single-barreled shotgun. This seems like it should not be a stand-alone mod, but part of a specifically-created level set.

This is not a vanilla 1 for 1 replacement of doom. This is an gameplay mod that drastically changes gameplay and balance from vanilla doom. If you want intended balance or to experience the mapper's original intent, don't attach a gameplay mod. Simple as that. You're basically a person who wants to eat a ham sandwich, then orders a turkey sandwich and then complains he didn't get a ham sandwich.

 

This is an example of why the Doom modding and mapping scenes don't like eachother.

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Posted (edited)
1 hour ago, CherubCorps said:

The "+" and "-" arrows to adjust screen size.

 

I already tried that and it doesn't work, at least not with GZDoom 4.11.3; it doesn't display the new graphics, but it does move the original graphics elements over to the side like they are in your screenshots.

 

1 hour ago, CherubCorps said:

This is not a vanilla 1 for 1 replacement of doom. This is an gameplay mod that drastically changes gameplay and balance from vanilla doom. If you want intended balance or to experience the mapper's original intent, don't attach a gameplay mod. Simple as that. You're basically a person who wants to eat a ham sandwich, then orders a turkey sandwich and then complains he didn't get a ham sandwich.

 

This is an example of why the Doom modding and mapping scenes don't like eachother.

 

In the year 2024, most people who are still playing Doom are probably playing more custom maps than they are the original maps from 30 years ago.

 

EDIT: Shotgunners drop tomes, which give ammo for the wand (chaingun replacement), Chaingunners drop cards, which give ammo for the Cards (shotgun replacement). This is obviously going to mess with the ammo balance of every single map.

 

Considering that the super-shotgun is replaced by the cards as well, I think it would make more sense for you to have the cards replace both the pump-action and super shotguns, since the cards fill a similar role to both shotguns. Conversely, an offensive tome should replace the chaingun - both the pre-placed and ones dropped by chaingunners, because the tomes tend to modify the more rapid-fire wand to have an alt-fire, thus the rapid-fire role of the chaingun pickup is more likely to be preserved, and so are the shotgun's roles. EDIT 2: For instance, replace the chaingun with the "Triple shot" tome, that's a very chaingun-like tome. This makes even more sense considering that the wand operates on "Moonstone" ammo, not "Cards", and so there's usually Moonstone ammo near where a chaingun would be. Shotguns are "Cards" type ammo, but right now you're getting a weapon which uses the "Cards" ammo instead - the ammo type of the weapon you actually pick up no longer matches the ammo type which is usually placed with that weapon. And the single-barreled shotgun is placed with Cards ammo, but as it's replaced by a time, it actually provides moonstone ammo and often modifies the wand more strongly than the cards.

 

Anyway, some rocket ammo no-clipped through a wall and (EDIT: no, that's wrong, there was a rocket pre-placed) wandered over a monster-only teleport line and was whisked away (to a monster closet to be released later, but it could just as easily have gone into an inaccessible crusher).

 

***

 

Having the pre-placed shotgun default to the "Defensive Tome" is probably not ideal, at least because I can't tell what that does for some of the weapons. It's replacing a firepower increase and should probably default to something offensive. EDIT: See above.

 

Having shotgun guys drop tomes instead of shotguns means that in groups - which they often come in - the ground gets flooded with tomes so it's hard to keep a tome you want to be using, or else they'll constantly shift. Perhaps they should have a much larger chance of dropping nothing to reduce the clutter.

Edited by Stabbey
suggestion to switch shotgun and chaingun

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Shotgunners drop tomes, which give ammo for the wand (chaingun replacement), Chaingunners drop cards, which give ammo for the Cards (shotgun replacement). This is obviously going to mess with the ammo balance of every single map.

Tomes give ammo to all weapons types.

 

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Having the pre-placed shotgun default to the "Defensive Tome" is probably not ideal, at least because I can't tell what that does for some of the weapons. It's replacing a firepower increase and should probably default to something offensive. EDIT: See above.

The safety tome wand acts like a shield and absorbs projectiles, some hitscan attacks and lost soul charges in front of the player (It's very powerful). I should add a visual to better indicate what it does though.

 

I'm going to add an option to turn off rabbit mobility in the next update. (Was thinking about adding that anyway).

 

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Having shotgun guys drop tomes instead of shotguns means that in groups - which they often come in - the ground gets flooded with tomes so it's hard to keep a tome you want to be using, or else they'll constantly shift. Perhaps they should have a much larger chance of dropping nothing to reduce the clutter.

That's kind of the point. I don't want players sticking to one tome. Depending upon the map, you'll sometimes be put into positions where you have to change tomes due to where they fall or because you need additional ammo or you pick up a power item that randomizes your current tome. Sometimes though when there's alot of shotgunners, you can be picky about which tome you want to take.

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20 hours ago, LadyMistDragon said:

Gave this a shot. I just love the sense of fun here

 

Thank you for playing the mod. I hoped that you enjoyed it. The only thing I noticed is that you didn't use the primary HUD.

 

A small update is on the way to bug fix, balance and add additional Easter eggs.

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i could never expect this but your mod gave me a heckin strong wish to buy all of the outfits from it AND also gave me some gender euphoria while playing it. a literal DOOM MOD BRUHHHH

great work :3

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On 4/19/2024 at 8:57 AM, BetelgeuseSupergiant said:

i could never expect this but your mod gave me a heckin strong wish to buy all of the outfits from it AND also gave me some gender euphoria while playing it. a literal DOOM MOD BRUHHHH

great work :3

Glad you're liking the project. 3 new outfits will be released with the next update. Never thought the mod would give someone gender euphoria. It's an interesting reaction.

 

Gonna release the update on Monday. Just finishing up some last bits of polish. 

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This is the sort of wacky, bonkers bullshit that GZDoom was made for. I love the premise of this and how deep down the rabbit hole it goes with it. I love the sound effects and pickup graphics. I love the quirky spells and wand effects that you can get with the tomes. It just feels FUN. 

That said, I do have to agree that the default HUD is a bit loud and tiny. Making it more subdued and readable would be nice. But that's really the only major gripe I have with this. Good job!

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Version 1.01: Outfits, models, and magic!!! is live!!

CanCanDress2.png.c7e91c45fbe5015362fbcd14ac7ae3c6.png1842996363_Rockerleather.png.5c18a8e98d7a5eae67e138c07db2d186.png

 

V1.01 is out!!! This update primarily focuses on bug fixes, balance and quality of life. That's not to say that there isn't anything new!!! Heidi wardrobe has increase dramatically and can slay the forces of evil in style. Find six new outfits in the world from upper class showgirl dresses to outfits that would be illegal in Vegas!!!

 

Changelog v1.01

Major features

 

-Added 6 new outfits!!!

-Heidi’s player sprite has full walk cycle, pain, attack, death and Xdeath animation. (Most people won’t see this, but I thought it was important to add).

-Added performance options in option menu!!!

-Added option to disable rabbit ammo movement (Rabbits will be asleep). Normal rabbit ammo will occasionally fall asleep as well.

-Added option to decrease/disable purple smoke as this may tank performance in certain levels or lower end computers.

-Added multiple Easter eggs.

-Alt-hud is more legible.

-Added complex gameplay lore Easter egg!!! (Have fun finding it)

 

Weapon changes.

Apprentice Wand

  -Added shield graphic to the safety tome wand and master wand when in use so people have a better idea what the tome does.

  -Candy tome wand will almost always drop a piece of candy with every shot. Increased ammo cost to 3. Increased Primary candy shot from 35 to 50

  -Increased apprentice wand’s dry fire speed by 5 tics.

  -Decreased base apprentice wand initial windup time from 16 tics to 9 tics

 

Magic Hat

  -Increased base damage of miser hat (Mouse) from 80 to 100.

 

Portal Rings

  -Increased damage of Candy tome rings from 100 to 125

  -Decreased ammo consumption of Quick tome rings from 10 to 5 per second. (Now requires 20 ammo instead of 40)

 

Minor changes

  -Uncommon outfits spawn slightly more often.

  -General bug fixes

  -Altered/added sound effects.

  -Increased Heidi’s Xdeath health to 85

  -Fixed clothing alignment with versatile factions.

  -Fanservice outfits correctly spawn only when fanservice is enabled.

 

Get Magical!!!

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V1.02: Mermaid fantasy is out!!!

MermaidFantasy.png.71444872464c59f79b6445e5241d785b.png

I didn’t want to release this so soon but found several major bugs including one that prevented almost half the outfits from spawning correctly. They have been fixed.

The next update will have two new tomes and will take some time (Unless more major bugs are discovered).

 

Changelog

-Added 3 additional outfits for a current total of 22 outfits. All rare outfits have unique pickup sounds.

Major bug fixes

-Fixed a bug that prevented alternate blue armors from spawning in correctly.

-Fixed a bug with the magic mirror (Safety tome rings) that would allow player to obtain infinite ring ammo.

Weapons

-Added a sound effect to the primary apprentice wand fire to indicate the weapon is fully charged.

-Quick tome apprentice wand and master wand grant pain sector immunity along with increased speed.

 

Thank you to everyone for playing and reporting bugs. It makes a huge difference.

 

Direct download. v1.02

https://www.mediafire.com/file/q4bap6zijkyxqr0/Showtime%21%21%21_v1.02.pk3/file

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