Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- NAME:
- Samsara
- SHORT OVERVIEW:
- Samsara is a mod for the ZDoom engine that allows players to play as heroes of different FPS games from the 90s, bringing them all together on a single battlefield for co-op or competitive play. Inspired by fighting games, the emphasis is on hectic multiplayer action and competitive balance--the crossover fighter is a game type/movie type/etc that deeply appeals to a lot of people, and the goal is to create one in regards to the FPS front.
- GENERAL LOOK AND FEEL:
- Irrelevant until original campaigns/maps come up. For now, the graphics bear a simplistic style in the vein of Quake, and the general text direction in regards to quotes/difficulty settings/etc is based around Buddhism.
- FEATURE SET:
- In order of priority:
- 1: Overwhelming emphasis on character balance. Being a competitive mod, extremely special attention should be paid to how characters play against each other.
- 2: Compatibility across different iwads and levelsets. The fun of Samsara should not stop the moment you exit Doom II. In order to help people experience the games where the heroes came from, Samsara should be compatible with as many types of iwads/pwads as possible.
- 3: Multiple adjustable options to allow people to play how they want. It is not up to me to determine how players should play, people should be able to be silly or serious.
- 4: Staying as true to the games as reasonably possible. People who will play Samsara will want to live again as these characters, not just play with their sounds and graphics. Extra extra extra attention will be paid to the source material, surrounding source material, and original data in order to make the experience as close a port as possible.
- TARGET AUDIENCE:
- Multiplayer folks who want to have a Smash-Bros.-esque brawl with their favored characters for laughs and fun are the primary audience.
- Competitive players who want to mix things up and use a different playstyle while still being able to play seriously are the secondary audience.
- Co-op players who want to go through all sorts of retro and modern levelsets are the tertiary audience.
- POSSIBLE PROBLEMS:
- - The original games were (obviously) not designed to be balanced against each other. Changes, completely foiling the fourth feature, MUST be made in order for everyone to remain competitive with each other. The criteria for making a change are, in order:
- 1: There is a clear imbalance between this part of the character and the others, be it too strong or too weak. (i.e.: BJ lacking a Slot 7, which is required in competitive/coop play, Chex Warrior's weapons being clones of Doomguy's)
- 2: There is no possible way to recreate the behavior in a satisfactory manner, due to resources/engine limitations/own stupidity. (i.e.: Corvus' tomed hellstaff rain lacking the player's colors)
- 3: The original feature is a severe hindrance to competitive or cooperative gaming. (i.e. Parias' flechette poisoning allies)
- - Due to overwhelming reliance on other games' resources, it's possible that this will be seen as an AEoD knockoff or a "rip-fest". I will take a self-deprecating approach to my own work, so as not to give the impression I am being cocky over what is the majority of what other people's work is. Besides, they're partially right.
- - Being a fighting game veteran, I'm very familiar with how the metagame is handled, as well as the overall facets of character-to-character balance. I am, however, extremely terrible at Doom, and thus will rarely be able to play characters to their full efficiency. I will spent most of my time watching competitions and VS matches, asking pr0 clans their opinions about what's important as to matches. While I doubt that every pr0 player will know everything about balance, information from a competitive community for a competitive mod will still be top notch.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement