m96, on 19 August 2015 - 05:36 AM, said:
As for Shaw's Nightmare II I have:
* 30 levels plus 2 secret levels
* New monsters
* New music
* More sound effects
* Lots of new graphics
This is basically what
Doom II added compared to the original
Doom. While I'm generally all for
Doom clones, I believe that any game should have its own unique features, even if it follows the footsteps of a well respected pioneer in the genre.
Take, for example,
Quiver, a pretty obscure FPS game. While it has very similar visuals it is actually far from being a straightforward
Doom clone. The weapons and monsters work completely different to
Doom. For example, one of the weapons will draw the player's health down slowly when used. The level design is pretty different as well. Here's a
YouTube gameplay video.
Also don't forget that by using the Build engine, you have placed
Shaw's Nightmare in the family of quite diverse games that are full of features that make each of them stand out.
For example, consider monster types. In
SN, the monsters are basically just clones of
Doom monsters. Compare that to the various monsters in Build engine games. In almost every game, monsters have unique traits and abilities in addition to just attacking the player:
- flight: Assault Trooper, Assault Captain (Duke Nukem 3D)
- teleportation: Assault Captain (Duke Nukem 3D), Bast Statue (Powerslave)
- rising back after being apparently defeated: Assault Trooper, Assault Captain (Duke Nukem 3D), Zombie (Blood)
- special ambush attack: Pig Cop (Duke Nukem 3D)
- wall climbing: Ripper/Baby Ripper (Shadow Warrior), Bast Statue (Powerslave)
- explosion attack: Sentry Drone (Duke Nukem 3D), Coolie (Shadow Warrior)
- another monster spawned from a defeated monster: RPV -> Pig Cop (Duke Nukem 3D), Coolie -> Ghost (Shadow Warrior)
- an attack that confuses/disorients the player: Octabrain (Duke Nukem 3D), Ninja with flashbang grenades (Shadow Warrior), Magmantis (Powerslave)
Additionally, there's a great variety of powerups in Build engine games as well:
- flight: Jetpack (Duke Nukem 3D)
- temporary weapon power increase: Weapon Power (Powerslave)
- repair kit: Repair Kit (Shadow Warrior)
- underwater breathing device: Scuba Gear (Duke Nukem 3D), Sobek Mask (Powerslave)
- projectile deflection: Reflective Shots (Blood)
- temporary movements speed increase: Steroids (Duke Nukem 3D)
- illusionary doppelganger: Holoduke (Duke Nukem 3D)
You can also draw inspiration from other games, such as
Rise of the Triad,
In Pursuit of Greed or
Eradicator, all of which have some interesting powerups (and enemy types).
In addition to the above,
Shadow Warrior and
Blood have alternate fire modes for some weapons. For some interesting read on FPS weapons in general, here's an interesting TV Tropes article:
Standard FPS Guns.
m96, on 19 August 2015 - 05:36 AM, said:
I don't think much features can be added except for extra tags in the trigger system.
I suppose you could consider adding some features similar to the above, or maybe some other concepts of your own. In my opinion, the theme of dreams and nightmares has not yet been fully explored in video games, so you could experiment with something no one attempted before.
From our discussion, I'm still not sure if you yourself are content with the art style of your game. If you're considering art change or upgrade, I think another option of using third party assets would be to take stuff from
Ken Silverman's Build test game. The license seems to allow non-commercial distribution of derivative works (and I guess you can clarify that with Ken himself).
On the general development of
Shaw's Nightmare II: I believe that you need to analyse why the first game did not achieve much popularity, and fix that in the sequel. If the second game remains essentially a map pack/addon to
Shaw's Nightmare, it will probably not become more popular than the original.
Malvineous from the RGB Classic Games Forums gave you
quite detailed feedback a while ago. There are also valid points of criticism in
this review.
Perhaps you would release a demo of the second game, one or two levels long, to get feedback and determine the direction where you need/want to be heading? It also seems a good idea to write a roadmap, which will also help you to define areas where you need assistance from other people, and request it accordingly.