Dorateen
Arcane
The version with the wall art looks great. Now it has a Might & Magic II vibe going on. Maybe add some occasionally spaced torches where appropriate?
Very much. Great work.Is this an improvement?
The version with the wall art looks great. Now it has a Might & Magic II vibe going on. Maybe add some occasionally spaced torches where appropriate?
If it's that easy to put in torches, I say do it, that lighting effect looks great. You don't really need to worry about "I hope the graphics don't look too good" as long as you're not actively trying to make it look "modern". That shot looks plenty fucking old school, I didn't get it confused with Crysis 3. One zebra's opinion.I can create a dramatic light effect.
The problem with it is that I don't know if it fits the old-school vibe I have going on. There are a lot of fancy tools I could add to this engine (like the ability to use a mouse and screen resolutions beyond 1024x768), but I'm not sure it gets me where I want to go in the end.
If it's that easy to put in torches, I say do it, that lighting effect looks great. You don't really need to worry about "I hope the graphics don't look too good" as long as you're not actively trying to make it look "modern". That shot looks plenty fucking old school, I didn't get it confused with Crysis 3. One zebra's opinion.I can create a dramatic light effect.
The problem with it is that I don't know if it fits the old-school vibe I have going on. There are a lot of fancy tools I could add to this engine (like the ability to use a mouse and screen resolutions beyond 1024x768), but I'm not sure it gets me where I want to go in the end.
As for the parenthetical asides:
* Keyboard-driven games are the best. I don't use a mouse unless I have to. Please continue to support keyboard-only play even if you add other options.
* You don't have to use higher res textures but please support higher resolutions. If I have to play a game in a tiny window, or change my monitor resolution or some shit, no sale.
One other note:
I observe that your Barbarian only has 5 hit points. Even for a level 1 character this looks pathetic. This leads me to speculate about character creation. I really really hope that it isn't super randomized with "press Reroll 5 billion times" as an expected part of gameplay. If stats are random, fine, but the game had better be playable with mediocre numbers because I'm not going to sit there rerolling for hours on end. That goes for hit dice too. If I level up and roll a 1 for hit point gain on my d12, I'm just going to keep playing so that had better be sufficient. But you didn't ask about all this gameplay stuff.
That's gonna be tough unless you're a pretty experienced graphics/math/systems coder. I did it to see if it was even an option, and yeah, it's not that much work (compared to making a whole game) if you're only going for "basic" features and you know what you're doing.I'm currently developing an engine for fps dungeon crawlers in the M&M/EoB vein. Technology is C & SDL. I don't have much of a clue about graphics programming and would like to look at some established open source engines to see how the 'big boys' are doing it.
Are you looking to do mainly software rendering of the 3D scene, and avoid use of stuff like OpenGL or Direct3D? The raycasting / Wolf3D reference made me think this, but I'm not certain what your goal is.I'm currently developing an engine for fps dungeon crawlers in the M&M/EoB vein. Technology is C & SDL. I don't have much of a clue about graphics programming and would like to look at some established open source engines to see how the 'big boys' are doing it.
I think raycasting could be the technology of my choice. A good start might be the Wolfenstein 3D sources, although thos might be a bit too simplistic for my demands.
Anyone know some open source projects in a similar vein that are well documented and are written in a clean and commendable coding style? Doesn't have to be C and SDL.
Well, normally I'd agree with your advice if my primary goal was to make a game. But I chose this as a pet project to step up my system architecture and object oriented design skills, and maybe learn a thing or two about graphics programming on the way. Whether the actual result will be robust and easy to use is of secondary importance.
Enjoyed. What software do you use?Done a lot of music lately, but this is my favorite song I've completed in quite a while -
http://tindeck.com/listen/srvkd
In that case, yeah a raycasting engine / algorithm is probably what you'll want to look at, if you want smooth transitions between angles. Any attempt I've seen that tries to hack a transition with static wall sprites (like Grimoire) just looks awkward as hell.Thanks Cryptrat, I'll have a look into that. It's the style I was looking for, although it doesn't seem to support seamless movement.
Alchemist and gaussgunner, yeah, 2d all the way (i.e. just sprites, no gpu accelleration). I'm shooting for the World of Xeen/Shining in the Darkness look.
Well, normally I'd agree with your advice if my primary goal was to make a game. But I chose this as a pet project to step up my system architecture and object oriented design skills, and maybe learn a thing or two about graphics programming on the way. Whether the actual result will be robust and easy to use is of secondary importance.
It doesn't. I'm not sure its code will help in any way if it's what you're looking for.Thanks Cryptrat, I'll have a look into that. It's the style I was looking for, although it doesn't seem to support seamless movement.