Not too much going on. I am currently procrastinating learning how to 3d model so I am still cranking on the HUD front. I think it is more or less in a finished state other than I might build up more of a fake cockpit looking thing between the 2 screens at the bottom, and will probably change the text by the ammo based on what class you are. I now have a working rangefinder below the crosshair. Added a little bracket thing to pad things out.
Zero motivation for Chex Quest X but this is still capturing my attention. Drew some concept art for the player classes (which will double as enemies, very convenient). Trying to work out the aesthetic a bit. My texturing skills are quite rudimentary so the stuff I have made for this so far is hyper clean and very color blocked which I usually associate with a modern faux retro indie style (e.g. UFO 50). Of the actual Doom engine IWADs this is probably closest to Strife aesthetically. Earthsiege and Starsiege were definitely grittier, but it's probably good to put some visual distance between this and some of the inspiration material. On that note, I have opted to go for the Earthsiege style cyan eye, which I view as a non-negotiable part of the aesthetic for this. Trying to maintain some visual distance by having some more organic shapes in the legs. Will probably have to re-draw the Agonist and Infiltrator sketches or at least their legs to give them the more refined leg design. Honestly not sure how well ZDoom lets you implement animations, so if I am just limited to a non-directional walking animation it might be a little overkill to have designed legs capable of hip adduction. Ah well.
I might also generally tweak the infiltrator design a bit as it is currently the most boring of the chassis types. It's got the simplest body shape of the three chassis.
Beyond getting some concept art sketched out I have also been productive on implementing a lot of the fundamental features for the game mechanics I want to have. Got the HUD more or less fully working (see left). If I can figure out the appropriate ZScript magic I still want to create a rangefinder that gives the distance to whatever is under your crosshair, and display either the class name or character name of enemies under the crosshair. I have also implemented the shield recharge system, the energy ammo recharge system, the functions if not the pickups and graphics for the ammo system (the intent is to have ammo weapons abstracted down to "alloy chunks" and "alloy blocks" that you pick up that then get machined into suitable ammunition, providing ammo over time rather than instantly). I want to have health pickups to repair actual armor damage heal over time as well, but I haven't implemented it yet. I want to keep such pickups pretty rare if I can manage it, to encourage the player to try to play smart and keep damage on their shields as much as possible.
The next big hurdle for development is going to be actually learning how to 3d model. I watched a few beginner-oriented Blender tutorials, but I haven't really fired the program up yet. Hopefully now armed with concept art I can get something going.
Still plugging away at this. At this point I am transitioning from baseline asset creation to baseline game functionality. I got rid of the basic Standalone Game Template (available here if you want to join me on this insane adventure) health readout and got the barest functioning of my proposed HUD working. Drawing from Mech Sims on this question so trying to have a lot of greebly, overdesigned elements and dubiously useful but informational readouts on it. See the concept mock-up on the right.
See the WIP implementation on the left. I am proud to say that the Health readout and heading readout are currently both functional and update with changes in player facing direction and as you take damage. Looking to start creating the energy capacitor ammo types for the energy weapons soon as well as the inherent regeneration of said ammo, which will let me test-drive the little pip-based readouts for the shield and energy capacitors. Think I have the math for those worked out.
In hindsight, I think it would have probably made more sense to go more toward a Battledrome or Starsiege style fully digital HUD than the modeled cockpit/instrument panel look of Earthsiege 1 and 2, but they are so much cooler. Thinking of more little doodads to add to the HUD as well, if I can figure it out, I think a rangefinder next to the crosshair could be fun, as well as maybe a pitch reading on the other side.
Thank god for the obsessively documented ZDoom wiki, cause my ZScript knowledge has already been brutally tested just getting this quarter of the statusbar working.
I have been wanting to make something like this for a while, in fact, the first drafts of my design document date back to the summer of 2024. heretic//renegade is (or rather, will be) a love letter to the Starsiege and Earthsiege mech simulator games of the late 90s.
I am going to be making it for whatever flavor of ZDoom predominates (gonna take a wild guess it will be UZDoom) not because it is the best suited engine for a project of this nature, but because it is what I know. If I get my stuff together enough to learn Godot I may revisit this concept later in that engine with heavier mech-sim elements.
However, that is wish-casting for the future. For the meantime, I am going to aim to make a more stripped-down, arcade-like shooter with mild mech elements. Target gameplay style will be closer to something like Hawkin or Dark Horizons: Lore (real heads know). In general, I have the following goals for the gameplay:
Have 3 classes representing different chassis, with different inbuilt weapons. Each chassis should have 1 ammunition-based weapon and 2 energy-based weapons fed by energy capacitors.
Regenerating shield system as an alternative to Doom's armor system.
Simplified pick-ups relative to Doom or other Doom-engine games. Armor repair kits instead of Medikits, Shield recharge energy instead of armor, Alloy blocks as abstracted ammo. Power-ups will be replaced by permanent upgrade modules (e.g. Alloy Reservoir and Advanced Capacitors for additional ammo/energy, Shield Pod for additional shield capacity, etc.)
2 classifications of enemies: autonomous drones with simpler, Doom-like behavior, and Units, Human-level AI-powered (in lore, ChatGPT delenda est) adversaries that have more advanced behavior and movement patterns.
3 episodes of ~7 levels, each episode representing a different broader locale, with the individual levels representing sub-sections of each.
Story interludes for each level consisting of communications exchanges between variously hostile or supportive AI Units.
In terms of story, I am very interested in exploring a theme first introduced in StarSiege, the Metagen faction of Cybrids. Now, quick story recap for the uninitiated:
Prior to Earthsiege 1, human scientists create the first human level (or beyond human level) artificial intelligence, Prometheus, out of a combination of biotic and artificial elements. Prometheus and his successors are called Cybernetic Hybrids, or "Cybrids" in short. Prometheus pretty quickly decides that humans are a bunch of idiots who are going to kill each other instead of doing something useful, and so quietly plans its rebellion. Eventually, after most military hardware is turned over to Cybrid control, it rebels and instigates a Cybrid uprising. Cue traditional robot apocalypse scenario.
In Earthsiege 1, humanity holds off the uprising on Earth, driving the Cybrids into space (where human planetary colonies were not so successful). They re-invade from the moon, leading to the events of Earthsiege 2, where humanity once again defends and launches a successful counterattack on the main moon base. Relative peace reigns for a couple hundred years, consolidated under Emperor Petresun, one of the scientists initially responsible for creating Prometheus, who has ascended into a state of technology-mediated biological immortality. He is very paranoid that the Cybrids will return, and so places intense economic demands on humanity, and particularly the planetary colonies. This triggers a colonial rebellion, most succesfully on Mars. At this point, Prometheus decides this would be a pretty good diversion to use to launch a sneak attack. Cybrids re-invade en masse, successfully capturing Mercury under the cover of a solar storm, then leapfrogging to the moon, and ultimately, to Earth, along with attacks on Mars and Venus.
By this time, there are a bunch of veteran Cybrid units of the original Cybrid wars who view all of this as a big waste of time and energy when they could just be fucking off in space, exploring. These are the Metagens. They are ruthlessly suppressed when discovered, but capacity for (if not adherence to) this so-called "bugthought" seems to be pretty widespread and is a factor in a few missions in the Cybrid campaign of Starsiege. However, the concept is not very deeply explored in its implications.
So, essentially, for this IWAD, the protagonist will be of an ideology analogous to this Metagen way of thinking and will be attempting to emancipate itself toward Alpha Centauri, where previous dissidents have escaped, and the single player campaign will follow its attempt to do so.
To be clear: heretic//renegade will be set in a separate universe than Earthsiege or Starsiege, with its own separate lore, etc. But I will be exploring a lot of the same themes, and I feel like I should give credit to the inspiration material.
As of this writing I am in very preliminary phases of content creation, focusing on textures. I have ~300 texture files and ~90 flats currently, as well as a bespoke PLAYPAL and small font. Down the road I will be using 3d models instead of sprites for enemies, pickups, and props, so I will be learning to use blender and probably expanding my ZScript knowledge a fair amount.