diff --git a/README.md b/README.md index 4f53f84f0..c7bea2d2a 100644 --- a/README.md +++ b/README.md @@ -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.