Looking forward to the future of the new engine.
The 3d map editor already looks like a huge step forward.
I wonder how the multiple game genre templates would work though, considering the challenges that would brought with (and asking before it's too late, if topdown shooter would be within the possibilities. Fine if don't, glad if yes =P)
AlphaEnt2
Creator of
Recent community posts
Ok, so the origin of this game mechanic is quite simple actually.
While I was working on update 2, Doom 2016 came out and everyone was hyped about it, including me.
Then I though, how possible would it be to implement some of these mechanics into csdmo, while keeping most of the code as intact as possible? as I didn't wanted to make a standalone project for such trivial idea.
Then, decided to experiment a bit with the weapon powerup mechanics, something that was implemented on both heretic and hexen.
The Idea is that you give the player a tome of power that that changes how weapons behave.
The changes are limited but with few tricks you can achieve some cool alternate behaviours.
That's how i've done centered weapons on Titan, multiplayer weapons on Q4 rip, alternate ammo pickups on Doosk, dual wield on Serious Doom, and Rip and tear mode on CSDMO.
My trick was to give player the tome of power (powerlevel2) if player chooses certain skill level, and make the powerup last for the whole level. That way, those tweaks last forever (I mean, it actually lasts for 4 years "0x7fffffd", but you wouldn't spent all that time on a single level just to prove the bug exists, right?)
The powerlevel2 is a cool feature that can lead to cool tricks, I just like to experiment with it and do different things on each mod.
There was an idea long time ago where I wanted to implement a buy menu mechanic, in a similar way i've did it on csdoom3.
That idea came out after I saw a review of IcarusLives on someone's project, where he said "Ye, having all these guns is cool, but I would like to have an option to buy them so i could use the guns I want faster"
And I thought: Ye, that actually sounds cool!
But, by the time I heard about the Idea I was deep on update 3 of the mod, featuring the "Rip and tear" mechanic and all weapons were programmed in a way that aimed at the opposite direction of buy mechanics.
Guns are wither spawned in-levels or dropped by monsters, on a randomized fashion, and guns are balanced in a way that you can use a relatively small ammo pool and survive even the largest hordes (at least in vanilla doom/doom2/plutonia/tnt levels. Slaughtermaps were never part of my design.)
And due to the nature of modding support, adding a money mechanic would require custom monsters that would break compatibility with custom monster packs (we're talking before zscript was a thing, as my mod supports old sourceports)
So, as a Fun fact, I guess I can say, I ripped the tablet from danger mode, to use it as a template, in case i wanted to work on a buy mechanic, but due of the large amount of weapon rewriting required, I decided to scrap the whole mechanic.
The sprites are still part of the game, just didn't used it anywhere.
Ye, I have no plans to work on such mechanic nowadays, but I just thought it would be fun to share that piece of trivia.
I've been working on this mod for almost a decade, it's been 8 years since this mod got released on moddb.
I'm now sharing its final build on itchio as well.
Here's the small changelog of this year's update:
* Weapons now have dynamic accuracy: The more you keep firing, the more your accuracy will decrease.
* Added missing AWP tracer while on instagib.
* Fixed a typo on menudef that made a key misbehave.
* Fixed grenades issues not switching to previously used guns after players used the previous gun button, at expenses of no longer autoswitching to last used gun while out of ammo.
*Modern sounds are now part of the base file (old sounds now become the optional download instead)
I have no further plans on making any major update for this mod. It's been fun working on it.
My current plan is to work on fewer mod's and this mod has far exceeded its original goals, so i'm sastified with the way it turned out.
Manteinance updates may still be a possibility, but they won't include any new maps, monsters, weapons, or any type of new content, other than bugfixes. So, this 2025 update is what I consider the "golden version" moving forward.
I have no intentions to implement any new feature from cs2 into csdmo, so if any new gun comes out in the future, then don't expect it to be part of csdmo.
So, thanks for the feedback received all these years either from youtube, moddb and/or discord.It's been fun working on this, but it's time to move onto other stuff (or at least reduce my workflow a bit, i've worked on 12 mod's on 2024, so you can imagine how tiring that could be)
Anyways, have fun.
AlphaEnt2.
Yeah, I guess I should mention that the unused drain code I released on geo1 is not being used on geo2 and it was remade from scratch, as it's mostly a "monster" type of code. (Hacking a monster behaviour to loop damage after 2 seconds on death sequence. I haven't released the full version of geo2, so the code for it is not released yet, but I plan to do so, after the full version is released, just like i've did with geo1.)
(You can hear a low-pitched voice looping in the background while playing. hitscan has random chances of missing the shot, but still adds to the pressure, as hp drops gives you less points than the first counterpart.)
Thanks!
Yeah, it was mostly a byproduct of dealing with a 4 day limit during the jam.
I rushed the art as much as I could, and came up with the "homemade injection" as an excuse for both the health drain and the silly artstyle.
I had no time limit for the sequel, but decided to embrace the silly artstyle and expand upon the same style, building more characters, like a snake built of a bunch of circles or a mashup of geometrical shapes to make a tank-like enemy.
I don't consider myself a decent artist, but I like to draw stuff once in a while, so I just thought, why not?
It was a "side-have fun" type of project. (I barely have any Itch uploads, but I have lotsa stuff on moddb)
Now that I became an uncle, I want to do the kind of stuff that could inspire my nephew to do stuff.
https://alphaent2.itch.io/geometrical-hitman-2-chesters-revenge
Ok, so about the health drain mechanic.
"Geometrical 1" doesn't feature a scripted drain mechanic as such.
It just uses a bunch of damaging sectors placed across the whole level.
That explains why things like door, decorations and areas where monster spawned don't make any damage, can't place two things on the same square.
Also, damage floor sectors can't be configured at all, so it makes random(3,9) damage each second at random.
Now, that being said, "Geometrical 2" actually features a more robust drain mechanic, it no longer uses damage sectors, it makes 1-2 dmg each 2 seconds and it only works on nightmare skill, so both the challenge and the mechanic is now worthy and more achievable.
So, in order to activate the script, I place a decoration at the very beggining of a room, to force the players to interact with said decoration before proceeding to the whole level.
That decoration becomes an unkillable monster that does hitscan damage, hitscan goes through walls, so that assures you constant damage regardless of where you are.
And since it's a monster, I can actually adjust both damage frequency and amount.
The engine has a randomizer of sorts, so never expect an accurate value.
So, it is doable via engine exploits, but it's quite hard to nail.
I'm not sure I entirely understand your question, Do you mind giving me an example of what you mean by that?
There's also the possibility that the script gets loaded by either interactive npc's, or walkable grid/terminals.
It is also possible to program custom animation behaviour on enemies and guns, but that's way more advanced.
I have plans to make a port of the game into GZDoom engine, to have more control over certain game elements.
Currently don't have too much time to make such port, though i've did few experiments already.
Also, found a way to script a healthdrain mechanic on the game's sequel.
You'll lose 1-2 hp if you're playing on nightmare skill only. (easy, normal and hard won't drain health)
The sequel features a different character, so game will be focused on exploration instead, levels will be 2-4 times larger than previous game.
Yeah, A bit pointless of me to reply to a year old comment, but wanted to try few things with a more polished sequel and no time constraints, to push the efpse engine a little bit.
Replying again, just to mention, today released a Demo of geometrical hitman's sequel.
Demo has 3 levels, game no longer has healthdrain mechanics (unless playing on nightmare skill), which encourages exploration (and features another character from the same universe)
New guns, larger levels and few more stuff.
I didn't wanted to create a devlog for this, so i'm using the comments section instead.
Made a minor update on goodies rarfile.
It just happened that I found the original, unedited raw samples I recorded with the mic. FL Studio made a backup of them, so thought it would be cool to share the unedited sounds as well.
The game remains unedited, so no changes there.
If you don't care about the goodies, then feel free to ignore the update. And if you do care, the password remains the same, so no need to replay the whole thing to listen to these sounds.
Other than that, everything else remains the same, so that's it.
Geometrical hitman 2 glimpse: The sewer levels (2nd half of the game) are focused a bit more on the action side, also showcasing few new monsters.
And again, not using doom engine, but efpse engine instead, just for fun.
(recorded from phone because my computer drops framerates while recording)
So, yeah, this is a sort of sequel/prequel from the geohitman game i've did for the reload magazine x in the keep gamejam.
I had 72hs for the first game, then did a post jam update, now i learned a bit more about programming on this engine and wanted to push things a bit further for the sequel/prequel.
Yeah, it was one of the influences, together with anger foot and post void.
I might do some post jam tweaks on later weeks (i'm currently busy on hellslinger)
And i don't know, i may even do a doom port of the project, who knows? XD
At least for now, i plan to experiment with efpse scripts to see if i can improve the drain mechanics and see if i can achieve more control over it, instead of using damage blocks everywhere.
hahaha, yeah, it makes sense. It would had been too random to have a reference to such an obscure random internet meme.
I read the game wanted to have more dante's like stuff on it, but i'm not that aware of the imagery dante's has, so that's why it flew me off my radar.
My second impression was someone's mouth, like, that definitely has to be a nose XD
I have absolutely no idea why my mind kept me skeptical on this one before even playing it, but gave it a try and it surpassed all of my expectations.
Considering the limitations of the efpse engine, i really like how well managed the drain mechanics was implemented, i feel like no damage block were used, so I assume it was via custom scripts, since the editor's interface is kinda limited on stuff that you can customize at times.
Solid artwork for such short amount of time.
Map layout feels a bit too maze like, but that's perfectly understandable considering time constrains.
I was confident about my entry, considering i'm brand new at this engine, but the way this entry used efpse scripts at its full potential makes me feel like i left a lot to be desired.
Again, cool entry and polished art.
Completed the game. Very solid entry, interesting weapon designs, i like how you charge back your health through enemies corpses to ascend again. A bit too difficult on one or two rooms, but a very enjoyable experience overall. Good ambience.
Did i saw a goatse reference on map 2 or that was just me seeing things where i shouldn't XD
Easily readable pickups, that's a good one.
There were moments where I thought projectiles were going to hit a wall, but i guess projectiles have small radius, so they hit me anyway, very good weapon sound effects.
Smooth framerate, that's a bonus :p
Good stuff.
Cool looking entry, i loved with capslock on, the way the weapon animations were made.
The ai is not that smart and i think there's one level that loops itslef over, but I feel by weapons animations alone, this could have a potential to be something major. Like, farcry 3 blood dragon meets hard reset, meets saber beat.
I've recorded my reaction, you can hear how mindblowned i was when i switched weapons, hahah.
I like the theme, bit neon like, futuristic.
I had few issues but that's ok, considering the whole 60hs limit jam thingy.
Ye, good stuff.
Completed the game, really enjoyed the mechanics and execution of the game.
I like the fact that you found a way to implement such complex stuff like cutscenes and mechanics like experience and how it affects players speed and firerate.movemebt feels solid and I liked how the gun looks. Cool hud.
Very cool music, i was moving my body while i was playing the stuff haha.
The only thingni didn't understood was the left hand thingy. Does it attract blood, does it takes away something from me?
I used it few times and i felt like my health was draining, so i stopped using that function.
A sweet lenght for a 60hs gamejam.and the health mechanic plays a major role on the story, so that's a plus.
Ye, good stuff.
I made a 15 second speedrun by jumping over an enemy and walking though walls XD
But I really appreciate the entry, it's cool to see you gave the efpse engine a try. And also, considering the little time we had, you managed to apply the theme of the jam, sooo, yeah!
Don't worry about me doing a speedrun, i like to break other people's games whenever possible, as a "modmaker" it's part of my fun XD
I would like to see this a little bit more developed on post jam updates, with few more maps and perhaps some original art.
You got the theme right. Keep doing stuff.
A pretty solid entry, i reached 6650 points (by choice, you know me for years XD)
I binded the fire button to wheelup abd wheeldown, for the sake of making the combat any easier XD
I wasn't entirely sure if i was throwing shurikens sometimes, idk if you used custom inventory ala hexen, or altfire functions for that, perhaps a larger projectile or sprite would had make things more readable, considering the fast paced nature of the combat.
And perhaps a more readable "i'm about to throw some shurikens at ya" pose for the black ninjas. I would had added a kick function and perhaps a shuriken blocker function just for fun (perhaps the blocker function would had been too much for the 60hs entry) but ye, pretty solid entry overall.
Well animated. Laughed few times at the menu effects XD
I loved it visually, but there were moments where I thought the player's hitbox was a bit too small, like "that should had definitely hit me"
Managed to reach to 60 seconds :P
An overall pretty solid entry. I believe optional skills settings are theorically doable, like easy requiring 2 pink projectiles and hard requiring 4.
Movement feels fluid and responsive. Yeah, I do approve :P
The weapon design, that was cool looking.