It was about time I updated the README.

This commit is contained in:
Mari the Deer 2020-02-27 12:39:52 +01:00
commit 480dbe53f7

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@ -6,6 +6,9 @@
SWWM GZ brings to GZDoom a "best of" collection of custom weapons I've made for
Unreal Tournament, plus many new things that didn't make the cut there.
It also features A LOT of lore from the UnSX multiverse. I pretty much went
wild here with all the stuff you can read.
This is the very first fully original mod based on Doom Tournament code.
---
@ -26,18 +29,19 @@ Additional features:
- Lucky Collar: A little something that your creator gives to all of her
creations. Reduces incoming damage by 75% when you're below 25% health.
- User Menu: With the press of a button, open a dedicated menu to see all your
stats in detail, info on carried items and weapons, and (when it's done)
accessing the store for buying stuff with your score points.
stats in detail, info on carried items and weapons, check out a grand
library of information on things you come across, and access the store for
buying extra items with your score points.
- Magnetic Utility Belt: Makes some weapons easier to reload while on the go.
- Keychain: For carrying all your keys around, and other valuable things.
- Pocket Hammerspace™ containers: These will store and deploy your ammunition
and weapons on demand. Their capacity can be increased by finding
Hammerspace™ Embiggener modules.
and weapons on demand. The capacity for ammo storage can be increased by
finding Hammerspace™ Embiggener modules.
- Forx JetBurst™ Units: Can be used for quick dashes in any direction, or even
for triple jumping.
for short bursts of flight.
- Targetting Array: Tracks nearby foes and provides basic information on their
stats. Compatible with Omnisight™ mapping modules for tracking key items,
usable objects and nearby exits.
health. Compatible with Omnisight™ mapping modules for tracking key items
and nearby exits.
- Akari Labs CuteEmotion™ Display: Equipped onto your visor to show a wide
range of predefined facial expressions in order to convey simple emotions
to others.
@ -457,16 +461,16 @@ be configurable.
### Top left corner
Message display. Can be configured to show different numbers of lines depending
on whether the chat prompt is open. Chat messages take much longer to expire
than others, so there's less of a chance to miss them, as they might pop back
up when the less important ones expire. A full message history can also be read
at any time in the Knowledge Base. Repeated messages are compressed with a
multiplier suffix.
Message display. Can be configured to show different numbers of messages
depending on whether the chat prompt is open. Chat messages take much longer to
expire than others, so there's less of a chance to miss them, as they might pop
back up when the less important ones expire. A full chat history can also be
read at any time in the Demolitionist Menu. Repeated messages are compressed
with a multiplier suffix.
### Top right corner
Level stats and current score.
Current score.
The scoring system is pretty straightforward. Each thing you kill (even if not
an enemy) will give you points according to half of its base health, rounded up
@ -475,25 +479,28 @@ of application):
* x1.25 for an overkill (enemy was gibbed or killed in one shot).
* x1.5 for each combo level, up to x8 in steps of x0.5. Kills are considered
combos if multiple enemies are killed within 5 seconds of each other.
* +100 for killing an enemy without having taken damage since player start,
with extra +50 boosts for consecutive kills.
* +100 for killing an enemy without having taken damage since last spawn, with
extra +50 boosts for consecutive kills.
* +10000 if the enemy killed is a boss.
* +5000 if you've killed the last enemy in the map.
You are also given +500 points for each secret found, +5000 if it's the final
secret. Countable items give +25 points each or +2500 if it's the final item.
Score is currently for show, but after first release it'll be used for the
in-game store feature.
Score can be used to buy items on the in-game store, and it is preserved
between hubs.
In Doom and Heretic, collected keys will be displayed below the score box.
### Bottom left corner
Your health and armor, along with an inventory bar.
Your health, armor and fuel, along with an inventory bar, and all active
armors and powerups (with their respective durability/duration).
### Bottom border
Pickup messages. Repeated pickups will have a multiplier suffix added. Total
lines shown are also configurable.
messages shown are also configurable.
### Bottom right corner
@ -506,18 +513,16 @@ trying to figure out where everything is in between explosions and massive
smoke clouds, a targeter has been implemented, which will show the following:
* Players and monsters: Draws an identificative label and a health bar. The bar
only measures their health up to default limits, so overhealed players will
show up with a full bar until their health drops down below 1000. When they
take damage or get healed, a number (either negative or positive) will show
up below the health bar indicating the cumulative increase/decrease. The
targeter only picks up enemies in your direct line of sight and can only show
up to 40 individual bars, giving priority first to players, then the nearest
enemies.
can display overhealing on players, and also indicate when someone is
invulnerable. When they take damage or get healed, numbers (either red or
green) will pop up around them. The targeter only picks up enemies in your
direct line of sight, gradually fading once you lose sight of them, and can
only display up to 40 individual bars, giving priority first to players, then
the nearest enemies. The Omnisight increases the time out-of-sight targets
remain targetted.
* Keys and map exits: If you've picked up an Omnisight, key items and any exit
lines will be marked and labeled, along with a little distance indicator in
map units. Note that this doesn't work for script-triggered exits.
* Usable/shootable switches and others: If visible, these will also show up
once you pick up an Omnisight.
These components are toggleable.