Updated readme with some Demolitionist lore.
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README.md
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README.md
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@ -12,12 +12,29 @@ This is the very first fully original mod based on Doom Tournament code.
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## The Player
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In order to save time with modeling and whatnot, there's only one player class
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with one skin: The Demolitionist. Some cute looking robot who deeply enjoys
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playing around with all these weapons. The model has some parts that support
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player colors, which honestly is a major advantage over the uncolored DT and
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Doomreal models. Their voice type can be configured separately from the
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player's own gender, by the way.
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You are an Akari Labs Demolitionist Bot, one of the very first units, fresh off
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the factory. You are the company's greatest achievement in AI-controlled combat
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units, trained to efficiently use all sorts of weaponry, built with premium
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quality armor plating and robust but flexible joints. In order to show off your
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capabilities, your creator has decided to send you out to fight the demonic
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invasion brought upon by "those big stinkin' idiots at the UAC".
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Additional features:
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- Programmable colour tags: Located around various parts of your body, allows
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quick and easy differentiation between multiple units.
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- Pocket Hammerspace™ containers: These will store and deploy your ammunition
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and weapons on demand. Their capacity can be increased by finding
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Hammerspace™ Embiggener modules.
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- Forx JetBurst™ Units: Can be used for quick dashes in any direction, or even
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for triple jumping.
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- Targetting Array: Tracks nearby foes and provides basic information on their
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stats. Compatible with Omnisight™ mapping modules for tracking key items,
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usable objects and nearby exits.
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- Akari Labs CuteEmotion™ Display: Equipped onto your visor to show a wide
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range of predefined facial expressions in order to convey simple emotions
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to others.
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- Akari Labs LoudBoi™ Voicebox: Allows you to emit. Various voice type
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options are available.
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Note: Since you're a robutt you pretty much can swim indefinitely and are also
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inmune to poison.
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@ -486,6 +503,8 @@ smoke clouds, a targeter has been implemented, which will show the following:
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* Keys and map exits: If you've picked up an Omnisight, key items and any exit
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lines will be marked and labeled, along with a little distance indicator in
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map units. Note that this doesn't work for script-triggered exits.
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* Usable/shootable switches and others: If visible, these will also show up
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once you pick up an Omnisight.
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These components are toggleable.
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