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jukeri12 edited this page Aug 15, 2015 · 3 revisions

Basic Idea

Modify Doom to resemble something like napoleonic muskets and swords.

Weapons

  1. Sword A cavalry sword made for fighting in melee. Based on Doom's punch.
  • Slower attack speed, more damage than Doom's fist.
  • Additional effects? Like bleeding or crippling.
  1. Musket Pistol A musket pistol for close to midrange encounters. Inaccurate and slow and not too much damage.
  • Reload after each shot.
  • Inaccurate over long distances.
  1. Musket Rifle A musket rifle for long-range encounters. Inaccurate and slow, but impressive damage.
  • Reload after each shot.
  • More accurate than the pistol but no sniper rifle either.
  • Impressive damage.
  1. Thrown bombs A bomb thrown over a short distance, nice damage.
  • Found in the map? Picked up from depots or just as a Doom pickupable?
  • Can only carry 1 or 2 bombs.
  • Area of effect.
  1. More weapons?

Map Design

In general, the maps are open, and as large as the PrBoom engine can handle them. Hills, moats, and solitary houses litter more rural battlegrounds. There could be maps situated in towns. Battles would then be fought in town squares, streets, markets and such places.

One other idea is to recreate real battlegrounds. Not entirely to scale due to Doom's limitations, but so that they resemble real places and have their names.

Design process

Keep in mind. After each stage, test, test and test, until your fingers bleed and your brains are mush. Broken code and glitched assets are not good.

  1. Implement
  • Make changes to code that have been described in this document. Test.
  1. Beautify
  • Create the art necessary to get that musket warfare feeling in the game. Test for broken and ugly graphics.
  1. Clean up
  • As this is a total conversion, the code should be cleaned of as much "junk" as possible. This will not be Doom-compatible as it makes changes to the core code.
  1. Playtest
  • Simple. Play the game. Try to stretch the limits of PrBoom's netcode.
  1. Create release versions
  • Create binaries of the game for atleast Windows and Linux. Next stop, maybe port to Raspberry Pi and Mac OSX.
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