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#1281 |
Registered User
Join Date: Jan 2020
Location: oslo/norway
Posts: 1,613
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#1282 | |
Registered User
Join Date: Jan 2020
Location: oslo/norway
Posts: 1,613
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#1283 | |||
Pixelglass/Reimagine
Join Date: Jun 2012
Location: Athens
Posts: 1,050
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Quote:
![]() The same can be said for tha game's gfx basically. Currently our custom assets are handmade exclusively for Dread's exact resolution and color depth and that's one of the reasons why the game looks so clean and crisp (compared to using higher-res assets f.e.- see old gfx). So to go to a real AGA version with more colors or better resolutions we'd have to redo the assets all over again. Quote:
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![]() Other than gfx though the big question is if we should also try something different gameplay wise. I mean while our creative urge pushes us to go into new territory and experiment, there is a reminder at the back of my head that tells me that we should stick to the same known formula instead and deliver a more 'true to the core' Doom gameplay experience. And the reason is this unfulfilled wish in our collective memory, people always craved for the authentic experience or -at least- something that was on the level of all the other big productions of the era on the PC. And while most of the doom-clones we eventually got were all valliant and had their own charm, I think none ever managed to come close enough and satisfy that feel. Which is one of the reasons (besides all technicalities) that the demand for FPS games in the Amiga world endures. |
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#1284 | |
Alien Breeder
Join Date: Dec 2007
Location: Szigetszentmiklos / Hungary
Age: 46
Posts: 1,112
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#1285 |
Registered User
Join Date: Apr 2017
Location: France
Posts: 646
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Talking about targeting the A500, what about adding multi-players capacity using a serial link?
Back in the days, it was a lot of fun to play Doom in multi-players mode. I don't realize if running a full-duplex serial exchange in parallel of the game would take a toll on the bus performance of the Amiga. |
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#1286 | |
Pixelglass/Reimagine
Join Date: Jun 2012
Location: Athens
Posts: 1,050
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#1287 |
Registered User
Join Date: Jun 2015
Location: Germany
Posts: 1,924
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I had no idea the Amiga's retarded little brother were getting this game too!
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#1288 |
Retro Freak
Join Date: Nov 2001
Location: Slovenia
Age: 51
Posts: 1,665
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#1289 |
Super Member
Join Date: Sep 2014
Location: Wakefield
Age: 49
Posts: 1,334
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#1290 |
cheeky scoundrel
Join Date: Nov 2004
Location: Spijkenisse/Netherlands
Age: 42
Posts: 6,962
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Not the first week though! Doom multiplayer has a history... they tried to outsource it and it failed miserably so Carmack had to completely redo it himself. It was only as of Quake that Carmack did the right thing, and that was to design the game for multiplayer right from the get-go.
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#1291 |
Registered User
Join Date: Nov 2012
Location: Willich/Germany
Posts: 233
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#1292 |
Registered User
Join Date: Apr 2017
Location: France
Posts: 646
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#1293 |
cheeky scoundrel
Join Date: Nov 2004
Location: Spijkenisse/Netherlands
Age: 42
Posts: 6,962
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#1294 |
Registered User
Join Date: Aug 2014
Location: Netherlands
Posts: 699
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I like your map. Very creative use of the capabilities of the engine, especially toward the exit of the level with the corridor around the open area.
I also agree with Tsak, although the full Doom level is incredible impressive (like really, really, really impressive), the capabilities of the engine shown with LaBodilsen map for example is already very good. Good enough to make a nice game out of it. The capability to give the floors and ceilings different colors per sector, the different wall heights, sound effects, etc. are already way beyond what we have ever seen before for the A500. And it all just looks and feels so good that you tend to forget about the engine and just care about the game. I am really looking forward to it! (and, If I would have to choose between stairs or music...... ![]() |
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#1295 |
Registered User
Join Date: Feb 2021
Location: u.s.a.
Posts: 34
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#1296 |
Registered User
Join Date: Jul 2015
Location: Novi Sad, Serbia
Posts: 1,682
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#1297 |
Pixelglass/Reimagine
Join Date: Jun 2012
Location: Athens
Posts: 1,050
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Hey guys, time for an update. KK is making progress with his new custom bootloader and is currently also optimising parts of the code in search of further ram savings for stock configurations. Overal we've saved more than 100+ kb already, which means extra room for bigger and more complex maps, texture variety, objects and enemies.
![]() Speaking of which (and in the mean time) I've made sure all this extra space we're gonna get is put to good use, so I've created a series of new gfx packs, including a big expansion of our decor objects and brand new texures. What I'm currently into is a major update to our enemies roster with the addition of new monsters and enemy variants! Here's a couple screenshots from a test-map I made that showcases some of the new additions. ![]() |
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#1298 |
Registered User
Join Date: Nov 2020
Location: Michigan
Posts: 661
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Played through the playable demo with the kid and we really enjoyed it! Runs super smooth and feels great to play.
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#1299 |
Guru Meditating
Join Date: Jun 2014
Location: England
Posts: 2,354
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#1300 |
Registered User
Join Date: Apr 2018
Location: UK
Posts: 490
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It's looking amazing. Might there be space for a singe 'facing away' frame for each enemy so that mechanic could be used in the game? It's used a lot in Doom.
Entering a room with the enemies facing away and trying not to disturb them can build great suspense. |
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