! BLOOD LOSS !

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See, that’s what the app is perfect for.

Sounds perfect Wahhhh, I don’t wanna

[SIDE PROJECT] CUSTOM GUN

I’ve been taking a short break from Hexen Souls to work on a little side project I started a few months back during the 64K Competition. I missed the deadline and I kind of forgot about the mod in general. But the last couple of days have been spent playing around with this neat little concept inspired by the likes of Borderlands and The Binding of Isaac.

Basically, your guns can now be randomly generated and customised to your liking. You can find weapons with differing stats strewn about DOOM. 

I’ve written a pretty detailed post on the ZDoom Forums

Enjoy! 

Doom Modding Side Project

Been working on a new weapon - the Sword! It hits a lot harder than the dagger but it somewhat slower in comparison. It also lacks as high critical damage output and cannot backstab in the same manner. The sword also has greater reach.

I feel like I’ve made a step in the right direction with this weapon as when you hit something with it there’s a wonderful meaty impact sound and the heavy attack just feels so good to chain into a combo. 

Hopefully I can get my hands on some more frames for attacking animations for the plunging attack and riposte (as currently the riposte is the heavy anim repurposed)

Dark Souls Hexen GzDOOM Modding Video

I’m not dead [1/11/16]

Hello! It’s been nearly two weeks since the last update - I’m just letting you Chosen Undeads out there know that I’m not dead (or hollow) and I’m still working on this project. 

I’ve also been struggling a bit with some personal issues so I’ve been trying to deal with that so progress has been a little slow..

But on another note I have been playing around with some features/ideas from other Fromsoft games. Most notably, in Bloodborne where a monster can “pick up” your Blood Echoes (bloodstain) meaning you’ll have to slay said monster to retreive your valuables. I’ve implemented this, and it works pretty great. I also added blood loss as an effect on monsters. So now you can inflict heavy damage by building up a monster’s bleed meter. I’ve been straying a little from the traditional souls formula in some ways too by making certain items and effects more noticable or balanced/useful. For example: the Ring of the Evil eye now replenishes health proportional to the monster you’ve slain. So an Ettin with 175 Health would replenish 17 of the player’s own health points when killed. 

Next I’d like to start working on weapon upgrades and upgrade paths. As well as stat building. But perhaps for the first build I’ll leave these out to get this mod into your hands a little quicker. 

I’d like to close this off with a question: what would you like to see in the mod? is it a certain item? feature? weapon? Let me know here

Mod Blog

Quick Update [21/10/16]

First of all I’d like to apologise for being rather quiet the past few days. Usually Thursday & Friday are my most productive days in regards to modding. I’ve been tinkering here and there with no real tangible progress, at least in my opinion. I have added some more rings (Ring of Sacrifice and Rare Ring of Sacrifice) but mostly I’ve been fudging with the HUD and I’m still not happy with the way it is coming out.

Anyway, I’ve also added a couple of more status effects from Dark Souls, Toxic and Curse

  • Toxic is much like poison but far more deadly. It can swiftly empty your health pool and can only be cured using a special healing item or resting at the bonfire. While toxic is very potent it is nowhere nearly as prevalent as it’s milder cousin - Poison - so you’d have to be very unlucky to become Toxic many times throughout your adventure. 
  • Curse is a horrible, horrible condition which activates once your Curse gauge fills up - You die instantly, and your HP halved until you can lift the curse from upon your soul - either by using a purging stone or some other means… A Rare Ring of Sacrifice will prevent the curse from fully taking effect by anulling it after death - so your HP isn’t halved, and the ring breaks. Luckily, very few enemies can curse the player, and there are many trinkets available to reduce curse buildup and raise your curse resistance. 

I’ve been thinking how far do I need to go before I can release a test build as technically most of the foundations have been laid - I suppose all I have to do is include stat leveling and weapon upgrades. Oh, and make the stinking HUD not look like utter piss. Perhaps another couple of weapons, I’m not sure. Let me know what you think (The Ask box is always open). 

Either way I’m hoping for a beta release some time before christmas. If I don’t run out of steam by then.  

Mod Blog