11 April 2024, 17:10 | #121 |
Alien Bleed
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This could be come the most scalable 2.5D engine on the Amiga. Considering the MVP of a basic A500 with the current feature set, it's not hard to imagine adding features to the core engine that are intended for faster CPUs (think 020), such as floor/ceiling textures, greater colour depth for faster 020/030 and 1x1 pixel modes for 030/50 or 040+ and even RGB framebuffer on RTG. You might even get away with high colour on AGA using one of the known HAM C2P modes.
The possibilities are there. |
11 April 2024, 17:56 | #122 |
Ex nihilo nihil
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@Tsak & team : truly amazing
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11 April 2024, 18:58 | #123 | ||||||
Pixelglass/Reimagine
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Thanks a lot guys
Quote:
Heh Well, Plasma Cannon (Doom style) is definitely out of the question as we cannot just fill the screen with a gazillion projectiles as that would totally kill performance. And strategically wise, other weapons already fill that role. Adding more weapon sprites is also something I'm not keen to do cause we are already low on memory. Quote:
Quote:
In fact many of the samples we use, also come from freshly recorded, physical instruments (like bass, guitars, overdrive/distortions, pads, drums e.t.c.). For a first taste, you can listen to this track here: [ Show youtube player ] I'm gonna be using this one for the game's intro sequence (which will be added at some point). I should also note here that the new tracks (which are already into the game) are much more ambient and atmospheric, enhancing the game's mood without being overly intrusive. Quote:
We're getting closer day by day But there's still a TON of work to do. Important/critical features like being able to play level after level, loading and saving, better ram management and correcting many of the old outstanding bugs and glitches are things that still need to be done. And then we need more textures and sets, more levels/maps, more enemies, more music tracks, better menus and presentation etc. etc. etc. Quote:
It's a tag of war at this point between having a finished game within a reasonable time frame (see above for all the stuff we've yet to complete) and perpetually kicking the can down the road. Quote:
But obviously all these are -way- outside the scope of what we do currently. |
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11 April 2024, 19:34 | #124 |
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Top Stuff
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11 April 2024, 20:27 | #125 |
Alien Bleed
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If you really want to go nuts, you could have a fixed, rotation dependent backdrop that's just the moon and mountains. You could then have a cloud layer that scrolls over the top, by treating one of the colour indexes of the cloud as transparent. You get some overdraw but if the clouds are relatively few it shouldn't matter that much.
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11 April 2024, 21:33 | #126 |
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@Tsak
That's an amazing update! |
11 April 2024, 22:24 | #127 |
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I'd rather have all Amiga games that made you choose Music OR sfx have chiptunes instead... Having to choose between one or another kills the mood completely, IMO.
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11 April 2024, 23:03 | #128 |
Pixelglass/Reimagine
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Agreed. And on that note I should point out that Grind supports both Music AND SFX at the same time
Last edited by Tsak; 12 April 2024 at 19:13. |
11 April 2024, 23:44 | #129 | |
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Quote:
I'd rather have all games asked for more RAM to do both (if possible). Would have got more ppl to upgrade their machines beyond 512k/512k. |
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12 April 2024, 01:08 | #130 |
Zone Friend
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cool music track though possibly a little too loud on the snare?
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12 April 2024, 03:57 | #131 |
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Looking good
very polished! Any plans for an AGA enhanced release after this one? |
12 April 2024, 10:11 | #132 | |
Martin Shaw
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Quote:
Interestingly with floor heights I think Grind would look like Doom on SNES. (Which had its source code released not so long ago) |
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12 April 2024, 19:30 | #133 |
Alien Bleed
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The game already has variable height ceilings it seems, so there's probably a way to get it working out. I think one of the challenges of varying height floors is the potential for not being able to see edges where the floor colours are the same. That issue affects the 2MB version of TKG in places too. But by far the biggest issue there is, well, everything else.
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12 April 2024, 20:11 | #134 | |
Martin Shaw
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Quote:
SNES DOOM has no textured floors or ceilings. |
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12 April 2024, 21:05 | #135 | ||||
Pixelglass/Reimagine
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Quote:
But then again such details are very subjective. More often than not, the system used for listening can influence a lot the balance itself. Also because there is not much room for mastering with mods (plus hard panning). Quote:
But probably nothing as drastic as -f.e.- having assets with more colors though (as that would require a lot extra work). A later enhanced version is something I wouldn't rule out either. Quote:
But besides that it is also a personal choice. I could also flip this argument on its head. If none is in a rush, then -surely- they could wait for this feature to come in a second installment of the game. Correct? Quote:
1) Wall angles : Wolf 3d has only 90 degree walls, which means you can only do square or rectangle rooms. On Doom -on the other hand- there is no restriction in angles, so you can do any shape. 2) Internal room geometry : Subsequently the above restriction also has a massive impact on floor and ceiling textures (or colors) and the internal geometry within a room. In Wolf f.e you have a single color for floors and ceilings per room, and that's it! While in Doom you can split rooms however you like and apply different textures, create shadows or spots with light and shadows, draw carpets and pathways, create lakes, patches with grass, whatever. 3) Wall heights : In Wolf 3d you have a single -fixed- height for all walls. This is another obvious massive restriction. 4) No outside areas : All maps and rooms in Wolf 3d are indoors. Now try and think Doom with none of the above features, only with variable floors. It wouldn't be too much different vs Wolf 3D in terms of map creativity, wouldn't it? So all the above are things that Grind can already do. F.e. we can make rooms of any shape and have walls of any angle. We can have rooms with different ceiling heights, we can create tunnels, arches, pillars, roofs. We have outside areas and buildings or structures with different heights. We can create pseudo objects of any shape within each room, f.e. a labyrinth of crates or round tanks, or shapes hanging from the ceiling. We can draw shadows to floors and ceilings, create dirt roads, carpets and other details and freely apply different colors. We can even create real 3D holes and gaps to floors. Most of the above are features that are missing fro Gloom (or Genetic Species f.e.), so it is clear that these engines are way more restricted. In fact, from all the know Amiga fps engines, only AB3D (and TKG) actually meets all the above criteria (plus variable floors). All the others lack something. Breathless and Fears can only do 90 degree walls f.e. |
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12 April 2024, 21:25 | #136 |
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loving your work
just one question, are there any plans to offer redefinable controls? I can get on with WASD controls, but, prefer to use rmb to walk forward. |
12 April 2024, 21:51 | #137 |
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Great updates Tsak
To add to Tsak comments about various height... KK actually released patreon video where Dread Engine is used for Doom level 1 (with no enemies), and it looked very good to me. So engine is definitely capable of various height. But on the other side... I understand what a hassle could be to implement that now, whilst so deep into development. Maybe Grind 2.... err.. Grind ² |
13 April 2024, 01:27 | #138 |
Alien Bleed
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Zooming in on the weapon animations, the pixelling is superb, absolutely mesmerising.
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13 April 2024, 03:00 | #139 |
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So we have a Wolfenstein game thats a little Doom(ish), now we just need some clever music god to convert the Mechanism Eight ScreamTracker3 mod by Necros (Andrew Sega) for some UT99 music awesomeness and you have 1 weird mix of FPS shooters rolled into 1.
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13 April 2024, 09:53 | #140 |
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