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#1421 |
old chunk of coal
Join Date: Nov 2011
Location: Hungary
Posts: 1,300
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I love the art direction!
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#1422 |
Registered User
Join Date: Apr 2018
Location: UK
Posts: 490
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Will the game have multiple level floors or is it just too taxing on the A500? I saw the demo with them but wondered what the status currently is with the changes?
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#1423 | |
Pixelglass/Reimagine
Join Date: Jun 2012
Location: Athens
Posts: 1,056
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Quote:
So to sum up, Grind will transition to variable heights as soon as the new engine is complete. If the new engine comes but performs much worse I'd have to make a decision call. And I'd probably go with what allows better complexity and detail with lower cost. |
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#1424 |
Registered User
Join Date: Jul 2015
Location: Novi Sad, Serbia
Posts: 1,699
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@Tsak.
I'll say it again... Amazing job mate. Love that you created version of the textures for lamps that are shining on it, and love clever using of 2D pillars for 3D ceilings of the houses... Overall atmosphere is great. I am very impressed with the creative design of some medieval corridors, corners.. etc.. Try to convince KK to help you have some (at least) small rpg/adventure elements in it : ) Very simple invertory.. talking with NPC's (that could be in the houses), taking quests... |
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#1425 | |
Pixelglass/Reimagine
Join Date: Jun 2012
Location: Athens
Posts: 1,056
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Quote:
![]() It will be a struggle to finish even the most basic things already, like f.e. currently there is no level progression system, or there is no way to load assets on demand. Plus new enemies will need to be added and configured, bosses, other basic level mechanincs e.t.c. And then there's also the matter music/sfx and variable heights. So quite a lot of important stuff before even start worrying about any extras. |
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#1426 |
Registered User
Join Date: Feb 2014
Location: Warszawa / Polska
Posts: 1,862
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Looks awesome
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#1427 | |
Registered User
Join Date: Jul 2015
Location: Novi Sad, Serbia
Posts: 1,699
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Quote:
![]() However, here is what I was thinking (not insisting that I am right... or anything... just giving an example, and asking if possible maybe) Keys are already implemented right? You find Red, Blue, Yellow key, and use it to open Red, Blue, Yellow doors... Now let's just call keys some different names, and use it in Grind game: Red Key = 30 Gold Blue Key = medicine Yellow Key = Herbs Ok.. so.. ![]() Sight... ![]() You go there, fight the goblins, get the herb, and find additional 20-30 coins (it can be represented as 2-3 coins pickup (each worth 10 coins).. you then go back to healer, he give you medicine, you bring it to pretty girl, get the gold, and go to bribe the guard to let you to the next level. I know this sounds much much easier then do.. and I know a much more important stuff needs to be sorted out first. (btw I might complicated things too much with (additional) gold... it can be simply single bottle of wine that you will use to bribe the guard) Just wanted to give an example... |
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#1428 | |
Pixelglass/Reimagine
Join Date: Jun 2012
Location: Athens
Posts: 1,056
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Quote:
![]() I know what you mean though. To some extend yes, these things should be possible, especially swapping keys with different gfx (something like that is already planned btw so we will have more varying level objectives rather than the standard straight forward key-hunt). However adding text is a completely different story. Basically early on we had planned for on-screen messages per Doom's style (mostly for picking up stuff e.t.c.) but this feature got buried fast below other piorities. I even had the font ready. Perhaps someday ![]() |
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#1429 |
mä vaan
Join Date: Nov 2001
Location: Finland
Posts: 1,686
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I like what I see, but it make me wonders if there is too much ideas, so that one of them would actually materialize as a complete game?
I would hope to see some Doom levels ported to this, so that there would be like a Shareware Doom's levels. |
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#1430 |
Zone Friend
Join Date: Jan 2006
Location: Kent
Age: 51
Posts: 1,081
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this is all quite staggering to behold. I'm liking the new showing
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#1431 |
Puttymoon inhabitant
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#1432 |
Registered User
Join Date: Oct 2013
Location: Wrocław, Poland
Posts: 202
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I hope Grind stays pure FPS with no RPG elements and gets finished while we live
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#1433 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,603
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#1434 |
Pixelglass/Reimagine
Join Date: Jun 2012
Location: Athens
Posts: 1,056
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Darkemere VS Grind VS Legends of Valour ![]() |
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#1435 |
Registered User
Join Date: Jan 2020
Location: oslo/norway
Posts: 1,616
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Simply whow TSAK
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#1436 |
Autistic 'n IRN!
Join Date: Jul 2012
Location: -
Posts: 2,984
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Grind - The very latest news for the upcoming Amiga 500/ST Doom like experience!
https://www.indieretronews.com/2022/...shots-for.html |
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#1437 |
CaptainM68K-SPS France
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#1438 |
Retro Freak
Join Date: Nov 2001
Location: Slovenia
Age: 51
Posts: 1,665
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How about releasing some later Dread demo out to the general public now ?
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#1439 |
Registered User
Join Date: Oct 2013
Location: England
Posts: 424
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I've only ever played the first Dread demo. Like tomcat666 says, it'd be nice to play a more recent offering.
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#1440 |
Pixelglass/Reimagine
Join Date: Jun 2012
Location: Athens
Posts: 1,056
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Well, these maps are sort of "soft released" already as they are available at KK's Dread source drop on Github.
As for an official release, the only (fully playable/release worthy) demos are my "Big map remake" and KK's "Eye enemy/waste" level. We were thinking to release the Big map as the second official demo basically. I'm planning to rework this map again and bring it again up to date, but as part of a showcase for Grind. This and the current city themed map (I'm working on), are possible candidates for a public demo release (so the most recent offering indeed). |
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