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An implementation of power-ups for Wolf3D/Spear mods
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linuxwolf
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PostPosted: Sun Nov 06, 2016 12:21 am
   Subject: An implementation of power-ups for Wolf3D/Spear mods
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I am working on a generic task of defining and implementing a variety of power-up bonus items for Wolf3D/Spear using Wolf4SDL as a base. The idea is to come up with a "standard" implementation for power-ups and make it available for future mod coders.

The rules of each power-up must be decided carefully so as to avoid overpowering the player beyond what is reasonable for that power-up. For example, it would be unreasonable to allow a god-mode power-up to last forever - it must be time limited. In fact all power-ups should be time limited.

Not only this, the duration of power-ups must be indicated on the screen somewhere without obscuring the scene.

I would also like to ensure more than one power-up can be collected at a time and their effects can work in combination.

A power-up I define and implement for Wolf3D/Spear, and made available for future mods as a standard implementation, would meet the following criteria:

* It must fit well into the existing art theme and not require an inordinate amount of new art to be created for it.
* It must respect engine limits and not require an inordinate amount of code changes to Wolf4SDL for it.
* It must complement existing game mechanics and elements.
* It must be time limited.
* It must be clear at all times how much time is remaining if it is active.
* It must work alongside other power-ups without unexpected side effects.
* It should, whenever possible, provide some sort of visual and/or auditory effect to make it clear it is active.
* It must play an appropriate sound effect when activated.
* It must play an appropriate sound effect three times during its expiry.
* It must provide a static bonus item that can be collected by the player.
* It must provide art for static bonus item, possibly animated, that is an appropriate fit to Wolf3D/Spear's art theme.

Here is a list of power-ups I would like to add support for. Progress has been made on all of these in so far as coding changes are concerned:

* Invincibility - God-mode.
* Time distortion - World moves in slow motion but BJ moves normally.
* Haste - BJ has quick hands and feet.
* Unlimited ammo - Speaks for itself.
* Quad damage - BJ weapons do 4x more damage than normal.
* Cloak - BJ is invisible.
* Telekinesis - BJ can collect items from a distance.
* Cowboy - Dual chain-gun mode.

I would like to add support for even more power-ups if they meet all of my criteria. Feel free to make suggestions and I will consider including them in my work. If art and sound effects can be provided that is an additional help. Keep in mind all assets, be it art or sound effects, must be of high quality and fit Wolf3D/Spear theme well, and should not be too clearly derivative.

If I am satisfied with the support I receive from the community - particularly in the design and creation of required assets - I will gladly make my code changes available for future mods. That is my goal after all. I would like to see these "standard" power-ups in more mods. Thanks for reading.
Ginyu
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PostPosted: Mon Nov 07, 2016 5:59 am
   Subject: Re: An implementation of power-ups for Wolf3D/Spear mods
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Very nice idea !
I'm a coder myself so I wouldn't be able to contribute much in term of assets.
This might sounds a little crazy, but Wolfenstein walls are tile based, why not make some kind of tank/bomb that can crash walls like in Zelda on nes ?
linuxwolf
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PostPosted: Tue Nov 08, 2016 3:10 am
   Subject: Re: An implementation of power-ups for Wolf3D/Spear mods
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Its a good idea and one I had not thought of. It would depend on having a method to display a 3D wall breaking apart. I'm not sure how easy this is to achieve given engine limits. We don't exactly have support for 3D models in Wolf4SDL. However thank you for the concept. Its very good.
AlumiuN
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PostPosted: Tue Nov 08, 2016 3:35 am
   Subject: Re: An implementation of power-ups for Wolf3D/Spear mods
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linuxwolf wrote:
Its a good idea and one I had not thought of. It would depend on having a method to display a 3D wall breaking apart. I'm not sure how easy this is to achieve given engine limits. We don't exactly have support for 3D models in Wolf4SDL. However thank you for the concept. Its very good.


Operation Bodycount did this and IIRC just chucked a sprite in its place.
fraggeur
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PostPosted: Tue Nov 08, 2016 11:43 am
   Subject: Re: An implementation of power-ups for Wolf3D/Spear mods
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Berserk to increase damage dealt with knife, time limited or until the end of the level (like in Doom)
Ginyu
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PostPosted: Thu Nov 10, 2016 1:17 am
   Subject: Re: An implementation of power-ups for Wolf3D/Spear mods
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Linuxwolf >> Thanks, I'd just put a big smoke screen ? :p

fraggeur >> Nice idea, I love that ! That would even be better with a new face for BJ while he's at it. :p
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