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Bumping, I guess also some actual devblogging for once.
I have some stuff to get done before I can start off 94 Protons Of /vr/, but it shouldn't be TOO much work:
>Textures
Mostly done, then I've just gotta load them into the .wad, as well as handle the tedious bullshit that is Boom's Animated lumps.
>Props
Primarily I have to put together some suitable jungle trees and jungle bushes for the Congo jungle, I have some ideas on how to do that. I also want to add a couple of more corpse/gore decorations, just for variety's sake and some slight visual storytelling, there was a bunch of readily usable sprites on R667 so that saves time.
>Guns
Cosmetic stuff. I just really want to make a Chaingun replacement which has a slick and rhythmic *RATATATATA* sound to it, like in that way old Osiris Total Conversion, and some old fashioned looking subgun to go with it. This will be my third open-bolt subgun done for a /vr/ project now, guess I just like them old banana-slamma gun designs.
For the pistol I'll just do the lazy thing and make that same old 1911 but black, for the shotgun I think something like an Ithaca 37 with a full length magazine tube can work. Kinda wanna do a knife for the fist. I have a lot of suitable stuff to work on already as a basis, so this shouldn't be too time demanding.
>Final Boss
The one thing I want to do which stands out from the regular Doom gameplay, having a boss at the end which you have to actually fight, and which can easily kick your ass, even if you're walking in with a charged up BFG9000.
>Plasma Zombie
Toying with the idea, some anon suggested it, and some were interested, but some weren't, and I'm not entirely convinced it's necessary.
I'm thinking stuff like the boss, props, and the new weapons could be done with DehExtra, which should be compatible with Boom ports and GzDoom, as opposed to the more advanced and capable DsDeHacked, which still isn't properly supported by GzDoom, or any other port besides DSDA.