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Old 24 May 2022, 22:39   #1321
vroom6sri
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Is there any indication of when the game might be released?
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Old 25 May 2022, 01:22   #1322
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Quote:
Originally Posted by Tsak View Post
Here's a couple screenshots from a test-map I made that showcases some of the new additions.
Looks amazing! Is that toothy guy capable of facing different directions? He's not looking head-on toward the player.. Being able to sneak up on enemies like in Wolf3D would be awesome! (sorry if this has already been answered in a dev video or something)
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Old 25 May 2022, 13:55   #1323
TymoDEV
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What do You think about full game protection with internet connection?
Something like CAM (conditional access module) and ECM system.
Maybe this one WiFi modem?

WiModem232

Maybe other online protection system.
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Old 26 May 2022, 02:51   #1324
Adropac2
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What do You think about full game protection with internet connection?
Something like CAM (conditional access module) and ECM system.
Maybe this one WiFi modem?

WiModem232

Maybe other online protection system.
you'd want this game tied to an online protection before you could play it?
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Old 26 May 2022, 11:53   #1325
TymoDEV
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I think it would be very nice! Just before the release of the full version of the game.
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Old 26 May 2022, 13:59   #1326
rothers
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Originally Posted by TymoDEV View Post
What do You think about full game protection with internet connection?
Something like CAM (conditional access module) and ECM system.
Maybe this one WiFi modem?

WiModem232

Maybe other online protection system.

I've got a better idea... it should use the Robocop 3 dongle instead.
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Old 26 May 2022, 14:46   #1327
Don_Adan
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Originally Posted by TymoDEV View Post
What do You think about full game protection with internet connection?
Something like CAM (conditional access module) and ECM system.
Maybe this one WiFi modem?

WiModem232

Maybe other online protection system.
Not very good idea. Especially for game for A500 (1MB), when every kilobyte of memory is important and when every cycle of 68000 CPU is important too. And who will be pay for game server?
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Old 26 May 2022, 15:37   #1328
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I got feeling somebody is trolling in this thread.
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Old 26 May 2022, 18:07   #1329
TymoDEV
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As You wish


[ Show youtube player ]

Last edited by TymoDEV; 26 May 2022 at 18:15.
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Old 26 May 2022, 18:53   #1330
BSzili
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I got feeling somebody is trolling in this thread.
Who wouldn't want always online DRM in an A500 game?
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Old 26 May 2022, 19:01   #1331
rothers
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As You wish


[ Show youtube player ]

Perfect.
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Old 27 May 2022, 00:45   #1332
Tsak
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Originally Posted by vroom6sri View Post
Is there any indication of when the game might be released?
None for now. The game has still a long way to go for a final release, both on the code and art side.

Quote:
Originally Posted by Mixel View Post
Looks amazing! Is that toothy guy capable of facing different directions? He's not looking head-on toward the player.. Being able to sneak up on enemies like in Wolf3D would be awesome! (sorry if this has already been answered in a dev video or something)
Thanks Mixel
The Shambler monster is just an idle/still for the moment. As with most monsters, he's planned to only have forwards facing directions. This is mostly for ram saving purposes. We do have to fit it all on 512k+512k, so such compromises are needed. We may have a couple monsters with more directional frames though (f.e. this new 'eye' monster) and there's also the possibility of back looking idles for sneaking up on enemies.
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Old 27 May 2022, 18:31   #1333
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@Tsak

Any chance for a new public beta release?
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Old 28 May 2022, 00:45   #1334
Tsak
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@Tsak

Any chance for a new public beta release?
You mean something like the first demo? We've got a "big map" which I have been polishing and updating with many new features recently. If we get it to work we might release it eventually as an official follow-up to the first demo.
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Old 28 May 2022, 00:54   #1335
TCD
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If we get it to work we might release it eventually as an official follow-up to the first demo.
I would be really interested to seeing it 'live' This looks like the first legit A500 FPS
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Old 28 May 2022, 01:01   #1336
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Quote:
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You mean something like the first demo? We've got a "big map" which I have been polishing and updating with many new features recently. If we get it to work we might release it eventually as an official follow-up to the first demo.
Yeah something like the first demo of last October, it would be nice to try an updated demo with all the latest engine fixes, the new playable elements of the game, textures, monsters etc :-)
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Old 28 May 2022, 19:47   #1337
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Quote:
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You mean something like the first demo? We've got a "big map" which I have been polishing and updating with many new features recently. If we get it to work we might release it eventually as an official follow-up to the first demo.
@Tsak do you still regularly test it on actual (real hardware) vanilla (1MB) A500 / A600?
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Old 28 May 2022, 21:02   #1338
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Adding floor and ceiling textures is surely possile. But performance will be hit hard. Since our target remains a500 it's unlikely we'll see anything like that anytime soon cause performance and a500 specs take high priority.

In the same vein, adding extra features targeting high end Amigas (say 1x1 res or what have you) is also possible but that will open up a whole can of worms that will make our lives far more difficult and exponentially multiply our workload. So long story short, all such features will only be considered once the project/commercially planned game and original premise is done or near completion.

To tell you the truth, even for variable floor heights I'm personally not that adamant if it means a big drop in performance. Imho the engine still looks and plays pretty well as is and I bet we can still create a superb game out of it.
it would also change the feel quite a bit. Ceiling textures at the height it currently is would make it feel more confined and actually less realistic in feel. There's a certain organic feel to it currently and that would feel very different
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Old 28 May 2022, 21:40   #1339
Tsak
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Originally Posted by eXeler0 View Post
@Tsak do you still regularly test it on actual (real hardware) vanilla (1MB) A500 / A600?
Yup, the a500 test is obligatory. We need to make absolutely sure the game stays playable on it. But I usually preffer playing on a1200 setup as this is the sweet spot.
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Old 24 June 2022, 04:05   #1340
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Here's something special, for a long time we've been talking in the team about music for the Amiga version and what style and direction we should go with. Given the fact KK has plans to eventually make his own custom format (which will include wavetable synthesis, as well as normal sample support) we've been pushing this discussion further down the line.

However the Amiga version has remained silent for too long and while the talk and speculation in the community about this issue is frequent, I thought it would be nice to do some testing and explore a few possible tunes. Not long after, I had in my hands a brand new track I was pleased with, but it felt it belongs to some intro or main menu (rather than in-game), so I decided to double down and also do some additional audio/visual testing, pairing the track with a possible intro.

The following video showcases that experiment. Note that the track is a legit Amiga mod. There's still a slight possibility we get mod support eventually and if not then it will have to be remade in the new format (if we stick with it).
As for the visual part, it's currently a mockup (i.e. not running on Amiga) however the effects showcased are stuff we can do (so the whole deal remains plausible).

Enjoy
[ Show youtube player ]
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