- Crouched gesture animations. - Proper crouch-jumping (now always enabled). - New fanart by Endie. - Swimming animations (also used by flight). - Hexen-style startup screen. - More model cleanup. - Prevent Wallbuster reload menu from opening on intermissions. - Intermissions now only handle fire and use for advance, to prevent some lil' accidents. - Holding altfire on intermissions hides ui elements, so the bg is fully visible. - Begin writing lore for collectibles (these will come in a couple updates). - Fix fuzz shader being affected by texture upscaling. - Enemies with >=1000 starting hp also can drop golden shells. - Explodium Gun no longer shows with a "1x" prefix on menus when single. - Player animation transition tweaks.
1.2 KiB
1.2 KiB
Not so fundamental things during first beta:
- Fun options
- Omnibusting (all weapons can bust walls)
- Infinite fuel
- Confetti gibs
- Keen replacement
- Achievements
- Extra Demolitionist Menu tabs (radio, minigames)
- Collectables
Extra things for later:
- More art for custom intermission
- Commission fanart or something idk
- Draw some 4Komas myself
- Titlemap stuff
- A background with a bit more flair than just the fuzz shader
- Some sort of flyby featuring the Demolitionist booting up, closeups of weapons/items etc.
- Japanese localization
- Mod trailer video
- Rewrite the entire Demolitionist Menu code from the ground up to be more easily extensible and adapt to any window size
- Separate Demolitionist models for each weapon (will include DLC weapons too in the future)
Very extra things for the future:
- DLC
- Strife support
- Rewrite all the game's dialogue
- Rewrite all the shop systems and other things
- Rewrite the cutscenes
- Support for additional IWADs beyond the "main four"
- Hacx
- Chex Quest
- Freedoom
- Saya and Ibuki companion add-ons
- Modelled Monster/Decoration replacers for all IWADs done in the style of the mod