Friday, August 1, 2014

More Updating - ZeldaFPS Alpha7 - 08/01/2014

Welp, progress is going rather smoothly, IMO. The first dungeon is complete, Keese now have sprites, I've polished up the enemy behavior, and I'm working on a new overworld.

Just be warned that the dungeons won't be like they were in the original ALTTP. I'm doing this so that players don't instantly know where to go when they play the game. I'm also making this as exploration based as possible to keep the nature of the Zelda franchise intact. After all, I won't be doing the series any justice if I mash it up into a mindless frag-fest. However, that's not to say I won't support deathmatch mode. In fact, I'll probably make a few DM maps to improve my skill as a mapper.

Speaking of which, the overworld and the first dungeon are both gonna be by me in the next version. The dungeon has some clever use of sectors and ACS to make it behave just as it should while adding some secrets and making it, once again, focused on exploration. One issue the map has, however, is that the switches and doors need custom textures so you can know exactly what they are. I'll address this issue at a later time, though.

Monday, July 21, 2014

Alpha6 Release

Click here to see all the information. I'm too lazy to do it all right here.

Friday, July 11, 2014

Zelda FPS - Another update for Alpha6 (new sprites, now an Iwad, etc)

It's finally been done by Ironitus, the sprites have been made.

Swing frame #1
Swing frame #2
Swing frame #3

There's also a DM map very early in development. Once the DM map is done, I get in the generic death animation, and we get a SP/Co-Op map done, I'll probably release Alpha6.

Also, there are many changes in the game. For one, it's a .wad instead of a .pk3, and is also an Iwad. (it's a stand-alone game) I have added numerous textures and set some as terrain of sorts. I've coded some more enemies, but most are without sprites for now. I've added menu and splash sfx. Boomerang has sprites made by SuperJustinBros. (I met this fellow in a MM8BDM server last year, we've had our ups and downs since then. Yes, I'm fully aware that most Doomers don't like MM8BDM. And, quite frankly, it sucks without being covered in mods.) The Quake Medallion and Bombos Medallion are also coded, though the later is incomplete as far as effects go. (Bombos has a pretty fancy animation with tons of explosions that I'll need to make later)

When I release Alpha6, I'll probably also make a Zandronum compatible version and host a server for everyone to try out. (Mainly as a way to get attention and create hype. I won't be hosting servers for every update, but probably will host another one when we reach the beta stages of development.)

Monday, July 7, 2014

Zelda FPS - Alpha 6 - Changes on the Bow

I've made changes to the Bow so that holding it actually serves a purpose. The normal shot does 20 DMG, which is weaker than before. If you hold it for even a little bit, it'll go up to the 40 DMG from before. Hold it long enough and it'll be faster and deal 60 DMG. I also plan to make it shoot the Silver Arrow once fully held and you have Silver.

Unbound - Old News - Modified Plasma Rifle

I modified the Plasma Rifle and it is now a machine of pure hurt and rape. Basically, it acts as a giant flame thrower...Er, Plasma Thrower.

It shoots around 9 Plasma Shots with 8 ripping damage on each. This sounds pretty tame at first, but it can be pretty devastating. I once killed a CyberDemon in under half a second with this. Not even kidding.

Monday, June 30, 2014

Zelda FPS - Alpha 5 (Now Out, I Guess) // What to expect in Alpha 6 (hopefully)

Welp, Alpha 5 is out.

It has the fire rod and ice rod, armor bonuses, etc.

See post Here.


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As for Alpha 6? This is basically gonna take care of some visual aspects of the mod. My good friend Ironitus has told me today that he will be done with the swing animation for the Fighter Sword most likely later tonight. Another friend of mine has agreed to attempt making a mushroom cloud. I plan to use the "mushroom cloud" as a death animation for enemies and explosives.

I might even do some visual stuff myself, such as ripping more sprites or editing existing ones. However, that depends on if I'm feelin' too lazy to do any visuals or not.

Hey, don't judge, art is hard for me to do.....Which is why I stick with coding.


Friday, June 27, 2014

Zelda FPS - Progress for Alpha 4 (bombs, hammers, and huds)

So far, I have all the swords done, both the bow and boomerang are made, there's hearts (restore 10 HP each), magic jars, bushes, and one enemy (green soldier).

And that's just in the current public release, Alpha 3.

So far, in Alpha 4, I've got the bombs and hammer done, plan to do the hookshot, and will most likely be implementing some form of enemy or decoration.


My pal whom I met on a MM8BDM server (yes, I know the game sucks, I mainly play it to troll/torture the community like an asshole) has made a hud frame. He goes by Little/Captain Honey Bunny. Yes, a man who goes by "Honey Bunny", deal with it. =P

Anyways, I can't credit him by his ZDoom username since, as far as I know, he doesn't even have an account.

Screenshot of the hud. (currently only one frame, waiting for him to make the others)