Foreverhood sanity stories

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Expand view Topic review: Foreverhood sanity stories

by J-Dub » Sun Sep 10, 2006 11:17

F'ing Sweet. Just wish I could use gzdoom. I must say that you're far more creative than me.

by Skadoomer » Sun Sep 10, 2006 2:49

Vader wrote:the custom graphics, while drawn very well of course, seem a bit uninteresting because they are all (or mostly) grayscaled.
I never had the time or interest to color my sprites. To be honest, grayscale just converted worlds easier than color which is why i dedided on doing things that way. Sorry, i doubt this will be changed.
There's something i don't really like about this project though.
its not balanced correctly. The good areas of the game lie in the design and level departments. However, the mod has an almost complete lack of gameplay, which throws everything off. Its one area that will be completely revamped in the final version.

by Hobbs » Sun Sep 10, 2006 1:23

While I rarely post here I figured it'd reach the ears of the author quicker than slogging threw dw news.

First off it isn't at all Doom. I dunno at what point it stopped being a doom mod and started being itself, but certainly its become its own thing, which is awesome and tbh the best use of zdoom. Much applause for that =D> =D> =D> =D>

Anyways, my first impressions (went through most of dusty valley) are sorta good sorta bad. The good is that it has atmosphere, and a sense of adventure, and is convincingly done, etc etc. Hell its even fairly immersive. It does a good job of drawing you in and fighting when you try to leave. In short you did a good job of creating a pretty convincing world inside the game. However, there are a few things that put me off. My biggest gripe is the dialouge seems to take forever (no pun) sometimes. I felt the need to press Q in the beginning because I was tired of the blue guy talking to me about this and that. Really slows the game down. Another thing is that while everything is quite beautiful in that alien way at first the environment feels completely the same so far.

But please keep up the good work and thank you for the release!

by Vader » Sat Sep 09, 2006 15:58

Very cool, finally a playable demo :)

There's something i don't really like about this project though.
I can't really put my finger on it, but it may be because of the fact that everything seems a bit unfamiliar.
Another point is, that the player moves a bit "clumsy" IMO... the viewbob seems to be very extreme for example.
Also the custom graphics, while drawn very well of course, seem a bit uninteresting because they are all (or mostly) grayscaled.

Don't get me wrong, I love what you've done so far and I honestly admire your originality and creativity, but playing through the first part wasn't as much fun as I expected...

Of course you can't please everyone, so I'll just wait for future updates and see if I like it better then :wink:

by J-Dub » Sat Sep 09, 2006 14:53

DL'ing now :)

by BlazingPhoenix » Sat Sep 09, 2006 13:13

holyshit! downloading...now

by TheDarkArchon » Sat Sep 09, 2006 12:49

Breathtaking is the single adjective I can use to describe what I've just experienced.

by Alter » Sat Sep 09, 2006 10:08

This is awesome! but slowdowns as hell for me :) even without dynamics lights, anyway very good work, it is very unique for a doom wad :D

by grubber » Sat Sep 09, 2006 9:55

:shock:

@skadoomer: That reminds me.. I owe someone a custom exe. :oops:

by Alter » Sat Sep 09, 2006 9:43

Wow i'm downloading this now! It's stupid to not download this gold item :)

by Paul » Sat Sep 09, 2006 9:32

Oh my God! :shock:

*downloading*

Hay, I was right when I said it'll be a big day today :D

by Skadoomer » Sat Sep 09, 2006 7:27

by Skadoomer » Wed Apr 12, 2006 21:57

Incase you missed the updates on doomworld and newdoom, foreverhood has updated not the webpage but the Mod Database website as well as its own personal myspace page (which seems to be more about me than foreverhood these days) because my web service is retarded. Incase you havn't seen eithe rof those, i recomend you checkout the mod database site for new screenshots and the myspace page for the begining details about foreverhoods updated story. Its been tied into norse mythology moreso now to help players understand the relationships between land and inhabitant. Fianlly, visit the wads in progress page for open GL shots of the new indoor areas.

But back to the delemmas with the webpage. I donno about you guys, but the design is getting old. It takes too much time for all the individual images to load, and content is expanding in a way that makes it hard to easily add it nto the current sceme of things (like the screenshots for example) Therefore, i'm drafting up a simplier desin for the webpage, but i want to hear from you guys first. What would you change if you had the option? What stuff do you like / hate about whats there now? If you could, post a link to specific info you think is important for the re-design to have. Persoanlly, i would love to have an rss reader built into the new site so i can broadcast my moddb and myspace postings directly to the foreverhood main page so when something is updated, it gets put up directly to there. In terms of writing(or download a free reader) i'ms still in the dark about. Furthermore, i'm not aware of any real consequences of rss feeds. Anybody have any say or objection to them?

by Skadoomer » Sun Mar 12, 2006 1:23

chopkinsca wrote:Maybe have some sort of system where when you kill a monster you have a chance of obtaining their soul. These souls could be a form of experience and at set places, you can use them to heal or upgrade a weapon perhaps. But then you'd have to deal with what if a player is good enough to not get hurt, then he only gets that much stronger since he doesn't have to use points into healing themselves. Unless maybe it takes one soul to heal, and maybe 15 for the first level in a weapon.
I'm opposed to the soul adding to expierence because of the direction i'm going to be structuring leveling up. Basically you level up your weapons by using them, and whoever you kill with that weapon gives expierence to that weapon. Giving the layer the option to level up weapons freely would go against that system. However, in terms of healing it sounds like an idea worth looking into. I like the idea of souls giving you ammo to your heal weapon (which would be a spell). I still have some old math for my ACS enemy drop proability function that could be useful here.
As for how the player finds out how the world works, a seperate training level could work, or through some design, start the game out with basic missions that cover each point of gameplay. Can't think of too many examples, but how GTA 3 explained the rules was nice and more enjoyable than reading a manual or following directions in a training level.
The basic mission idea is out because of the current game structure. You start off in heavy battle to help the pacing of the game and just follow the path from there. I could try to work in some stuff into the begining, but because of how this project has evolved, its audiences are mostly that of the art community that havn't played a video game since pong or super mario. Video game illitericy is my main concern here, So the training level would just be to get them setup with the basic actions of moving and loking around the environments. I'll figure something out, but until then i'm still planning on making a demo level to catch the non-gamers up to speed.

by chopkinsca » Sat Mar 11, 2006 7:38

Skadoomer wrote: You know, i never considered this, but i havn't come up with a good solution to how the player heals themself yet. I don't like the idea of medkits lying around, and getting healed after each kill (like in American McGee's Alice) dosn't make gameplay challanging enough. The only struggle i have with this is the fact that it would need to be explained before gameplay started. However, i've been teetering on maing a training level to explain gameplay (like MM2 and Half-life did). That just clould work.
Maybe have some sort of system where when you kill a monster you have a chance of obtaining their soul. These souls could be a form of experience and at set places, you can use them to heal or upgrade a weapon perhaps. But then you'd have to deal with what if a player is good enough to not get hurt, then he only gets that much stronger since he doesn't have to use points into healing themselves. Unless maybe it takes one soul to heal, and maybe 15 for the first level in a weapon.

As for how the player finds out how the world works, a seperate training level could work, or through some design, start the game out with basic missions that cover each point of gameplay. Can't think of too many examples, but how GTA 3 explained the rules was nice and more enjoyable than reading a manual or following directions in a training level. Just depends on the system you choose to use.
why not, if not for my sake, for everyone elses.
This one system isn't very complex, as I was quite young when I came up with it. I didn't know that much about programming, so I just did what I could. It's very basic (no pun intended), but it works. Some of this won't apply to what you are doing, but I thought I would explain most of it anyway.


Your character has a few stats, strength, defence, magic points, health points, level, experience needed.

Strength is straight damage done to a monster's health plus a modifyer number between 1 and 100 where under a certain value is a miss.

The magic system was simple. When you used magic, it did damage equal to the number of magic points you have, then takes away 10.

Defence is how much less damage is done to you, as monster strength is same as your strength.

Monsters have only 2 main stats: strength and health. I must have meant to use a monster defence, but forgot to use the variable in the fighting mechanics.

Levels, experience, and the monster stats are tied together. The experience needed to gain a certain level is a total of the experience needed for the last level plus your current level times 5. So if you start out at level one, and need 10 for level 2, you'd need 10 + 10 and for level 3 you'd need 35 and so on.

After killing a monster, the experience gain would be the monster's strenth divided by 2.

The code for the battle portion is here:
[spoiler]10 IF ST>1 THEN GOTO 790 ELSE END
20 PRINT "Press any key.":WHILE LEN(INKEY$)=0:WEND:CLS:RETURN
30 PRINT "your status:"
40 PRINT "level="LEVEL
50 PRINT "health="HP"/"MXHP
60 PRINT "magic="MP"/"MXMP
70 PRINT "strength="ST
80 PRINT "gold="GOLD
90 PRINT "defence="DEFE
100 RETURN
110 PRINT C$"'s status:
120 PRINT "health="MH
130 PRINT "strength="MS
140 PRINT "gold="MS
150 RETURN
160 IF HP<1 THEN GOTO 180
170 RETURN
180 PRINT "You have died"
190 PRINT "your code is:
200 PRINT " "HP"-"ST"-"MP"-"GOLD"-"FL"-"DEFE"-"NPR"-"EP"-"LEVEL"-"MXHP"-"MXMP"."
210 END
220 IF MH=1 OR MH>1 THEN RETURN
230 PRINT "you killed the "C$
240 PRINT "your health is at "HP"/"MXHP
250 PRINT "your strength is at "ST
260 PRINT "your magic is at "MP"/"MXMP
270 GOLD=GOLD+MS
280 PRINT "your gold is at "GOLD
290 EP=EP+MS/2
300 IF EP<NPR THEN PRINT "you have "EP"/"NPR" of the experience to get stronger"
310 IF EP>NPR THEN GOTO 320 ELSE RETURN
320 ST=ST+10:MXMP=MXMP+20:MXHP=MXHP+MS:DEFE=DEFE+1:LEVEL=LEVEL+1
330 EP=EP-NPR:NPR=NPR+LEVEL*5
340 HP=MXHP:MP=MXMP
350 PRINT "you got stronger!"
360 GOSUB 20
370 PRINT "your status"
380 PRINT "level="LEVEL
390 PRINT "hp="HP"/"MXHP
400 PRINT "mp="MP"/"MXMP
410 PRINT "strength="ST
420 RETURN
430 IF MP<10 THEN PRINT "out of magic"
440 IF MP<10 THEN RETURN
450 PRINT "you cast a spell!"
460 MH=MH-MP
470 MP=MP-10
480 GOSUB 220
490 RETURN
500 PRINT "1=fight 2=magic 3=scan 4=status"
510 INPUT A
520 IF A=1 THEN GOSUB 600
530 IF A=2 THEN GOSUB 430
540 IF A=3 THEN GOSUB 110
550 IF A=4 THEN GOSUB 30
560 IF MH>0 THEN GOTO 500
570 GOSUB 20
580 CLS
590 RETURN
600 PRINT "press any key
610 WHILE LEN(INKEY$)=0
620 O=O+1:IF O>100 THEN O=1
630 WEND:CLS
640 IF O>69 THEN GOTO 690
650 PRINT "you did "ST+O" damage to the "C$"!"
660 MH=MH-(ST+O)
670 GOSUB 220
680 RETURN
690 PRINT "the "C$" is attacking!":PRINT "press any key"
700 WHILE LEN(INKEY$)=0
710 E=E+1:IF E>100 THEN E=1
720 WEND
730 IF E<60+U THEN GOTO 750
740 RETURN
750 IF DEFE=MS OR DEFE>MS THEN PRINT "you are too strong too get hurt!":RETURN
760 HP=HP-(MS*Q)+DEFE
761 PRINT "the "C$" did "(MS*Q)+DEFE" points of damage to you"
770 GOSUB 160
780 RETURN
790 '[/spoiler]

The variables should be easy to figure out as in the first few lines, most of them are identified in the part where it tells you your stats before a fight. MH = monster health, MS = monster strength, NPR = needed experience for next level. Q = difficulty modifyer (between 1 and 3).

Also, maybe a sample list of monsters would help in understanding how I had it setup. They are in order of appearance, and until a certain point, you only fight one of them (as it was a pretty linear game).

[spoiler]MH=50 : MS=25 : c$="rat"
MH=100 : MS=25 : c$="imp"
MH=500 : MS=40 : C$="dragon" (floor one boss)
MH=200 : MS=30 : C$="spider"
MH=210 : MS=20 : C$="snake
MH=900 : MS=35 : C$="wolf" (floor two boss)
MH=1000 : MS=50 : c$="grffen"
MH=1000 : MS=65 : C$="man eating plant"
MH=3000 :U=3: MS=100 : C$="ant" (this one was in a special room, where if you rentered, you'd fight it again.)
MH=HP+2000 : MS=ST : C$="Knight (floor 3 boss)

And after this point, the monsters would always respawn, so you could power level off them (until you went to the next floor, since you can't backtrack), which is more a more suited model for a doom mod where you fight many of the same monsters.

spiders, wolves, and ants, as previously mentioned
MH=1000 : MS=100 : C$="ant" (weaker, but you'd fight them more often).[/spoiler]

So yeah, no idea if that helps or just wastes your time by reading it. I worked out the experience levels by making a floor, playing through with the values I set, and if it was too easy, made the exp needed more strict, or the gave the monsters more health, or changed the experience needed * level multiplier. It was all based on the feelings I got when playing, and when a section was complete, I'd work on the next floor, and repeat. Later on, I could just guess what to set monster health at, how many to put, and it worked out sometimes on the first try. It's the starting of the base system that is hard.



The other 'system' involving spells I've already mentioned the basic formula for it. You need 100 points per skill level, and every time you use it, you get [10 minus skill level points]. so from level 1 to 2, you'd use it 12 times at 9 points gained each time.

The healing spell had a 'healing potential' for each level (5 * healingLevel). The amount healed was random +/- 5, with a max healing power equal to the healing potential. It worked out quite well and I sometimes regret abandoning that project. I might use some of the ideas I had there in my current project, as I want to incorporate an rpg system to it as it's not going to be a frag fest like most other mods are. I think now that custom weapons are available, I'll have better chances of doing this.

New weapons would be available from a shop, bought with money. Money could be found laying around in hidden places (I wanted to make a world with lots of nooks and crannies to explore) or by doing quests for people (reward system). You'd have a purse to carry the coins, and could obtain larger ones, or multiple ones to carry more coins with (really, just a max money variable).


Again, I hope I didn't waste your time by rambling on about pointless things. :)

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