The World of Tcherborbia
4 years ago
So, this Ice Fox has decided to work on something to keep him busy - a GZDoom mod / game, based on my world, Tcherborbia.
The idea will be that you play as Nitrous, and must stop an evil villain from taking over the world.
The game will have a strong element in using Elements for the right job and time, as well as the right enemies. (For example, Fire Elementals are going to be weak to Ice and Water.) Nitrous, being an Ice Fox will of course start with some basic Ice Powers, but you will be able to gain more throughout the game, as well as new elements.
Currently, I've made a tiny bit of progress, and I have an idea on how to do most of the game (I know ACS and DECORATE), but I am happy to let volunteers help out, if they want to.
Mainly, I am good at scripting, and some ideas. I might need a bit of help with story, but I want to put gameplay over graphics and story.
Things I MIGHT need help with:
Music
Sprites (and / or models, I am able to work on some models myself, but not very well. I am mostly only good at making weapons.)
Texturing?
But yeah, I am hoping to try and get my world in a form that is playable, and for all of you to see.
I know what some of you might be thinking: "Why not use something like Unreal Engine?" honestly, I have tried, but it is far too advanced just to do a simple thing. :/ In GZDoom, it takes little effort to make a lot, while in Unreal Engine, just for a basic weapon (from memory), there are tons of scripts. In GZDoom, a weapon is done with states, frames, and functions, which is far easier to use, plus, (The old) Doom is known for requiring very little to run, meaning it should be playable on most Systems, without requiring a tank of a computer. I may or may not also try to make it compatible for Zandronum, as that is my preferred Doom Source Port for multiplayer (GZDoom's multiplayer is a pain to set up, plus, Zandronum doesn't require all players to be there at once; they can join at any time, even during a game. It's also FAR easier to set up and join games.)
For example:
Ready:
PIST A 1 A_WeaponReady
Loop
Is the ready animation. PIST is the sprite name, A is the sprite frame, and 1 is the duration. A_WeaponReady lets the game know "Ok, this gun is ready and can be fired." :)
A quick example of a fire state would be
Fire:
PIST B 1 (Insert A_FireBullets or whichever)
PIST C 1
(A few more frames)
Goto Ready
But yeah, sorry for the bit of a rant. I'm hoping to be able to work on something fun, and maybe form a team, not just to work on the mod / idea, but also to meet new people, and maybe others like myself.
Let me know if you're interested. :)
The idea will be that you play as Nitrous, and must stop an evil villain from taking over the world.
The game will have a strong element in using Elements for the right job and time, as well as the right enemies. (For example, Fire Elementals are going to be weak to Ice and Water.) Nitrous, being an Ice Fox will of course start with some basic Ice Powers, but you will be able to gain more throughout the game, as well as new elements.
Currently, I've made a tiny bit of progress, and I have an idea on how to do most of the game (I know ACS and DECORATE), but I am happy to let volunteers help out, if they want to.
Mainly, I am good at scripting, and some ideas. I might need a bit of help with story, but I want to put gameplay over graphics and story.
Things I MIGHT need help with:
Music
Sprites (and / or models, I am able to work on some models myself, but not very well. I am mostly only good at making weapons.)
Texturing?
But yeah, I am hoping to try and get my world in a form that is playable, and for all of you to see.
I know what some of you might be thinking: "Why not use something like Unreal Engine?" honestly, I have tried, but it is far too advanced just to do a simple thing. :/ In GZDoom, it takes little effort to make a lot, while in Unreal Engine, just for a basic weapon (from memory), there are tons of scripts. In GZDoom, a weapon is done with states, frames, and functions, which is far easier to use, plus, (The old) Doom is known for requiring very little to run, meaning it should be playable on most Systems, without requiring a tank of a computer. I may or may not also try to make it compatible for Zandronum, as that is my preferred Doom Source Port for multiplayer (GZDoom's multiplayer is a pain to set up, plus, Zandronum doesn't require all players to be there at once; they can join at any time, even during a game. It's also FAR easier to set up and join games.)
For example:
Ready:
PIST A 1 A_WeaponReady
Loop
Is the ready animation. PIST is the sprite name, A is the sprite frame, and 1 is the duration. A_WeaponReady lets the game know "Ok, this gun is ready and can be fired." :)
A quick example of a fire state would be
Fire:
PIST B 1 (Insert A_FireBullets or whichever)
PIST C 1
(A few more frames)
Goto Ready
But yeah, sorry for the bit of a rant. I'm hoping to be able to work on something fun, and maybe form a team, not just to work on the mod / idea, but also to meet new people, and maybe others like myself.
Let me know if you're interested. :)
Guest16690
~guest16690
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