01 January 2023, 12:02 | #1441 |
Registered User
Join Date: Feb 2014
Location: Warszawa / Polska
Posts: 1,858
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There is something on my head so I need to ask You. Maybe it is a good time to stop tweaking engine with new features and start working on levels/game content. Or maybe that time was some time ago? If You have engine that works with decent speed on Amiga and Atari why not stick with it, work on story and levels. Finish it on Wolfenstein level of quality/engine, take a break and after some time make a sequel on Doom level of quality/engine features. I am bit afraid of Duke Nukem Forever syndrome when people can not stop implementing new features and keep polishing stuff that already looks okay. Anyway I still think what have You done is awesome.
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01 January 2023, 17:54 | #1442 |
Registered User
Join Date: Feb 2009
Location: london/england
Posts: 1,347
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If the tools let you make your own complete game I would make....
1. A Ganster themed FPS with 1930s streets filled with 1930s cars and gangsters to hunt down/avoid. 2. A Western themed game with horses to avoid being trampled over and other cowboys in the town to avoid/kill with lots of buildings/stagecoaches to use as cover. A sort of reboot of Boot Hill called Reboot Hill |
17 January 2023, 23:18 | #1443 | ||
Pixelglass/Reimagine
Join Date: Jun 2012
Location: Athens
Posts: 1,031
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Quote:
Quote:
Personally I don't even care that much about variable heights and stairs to tell you the truth. In fact, if this runs late (KK does plan to finish the new wall renderer but it's completely unknown when), chances are I'm gonna complete GRIND with the current tech available. However the above stuff I mentioned (and much more) are still needed for a minimum viable and complete game. There's simply no other way around that. |
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18 January 2023, 09:26 | #1444 |
Registered User
Join Date: Sep 2013
Location: Poland
Posts: 808
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Tsak - oh, I didn't know it's that bad. I guess it's hyper optimized to bare 500 and 1200 which makes problems with other configurations. I guess in the end it would be difficult to maintain minimum requirements of nearly bare A500 should level transition, different assets per level and soundtrack be introduced.
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18 January 2023, 14:30 | #1445 |
Registered User
Join Date: Jul 2015
Location: Novi Sad, Serbia
Posts: 1,645
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Dread demo runs perfectly fine (and silky smooth) on my Aca500+ accelerator (14Mhz 68000, 7MB Fast, 1MB chip)
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18 January 2023, 14:44 | #1446 |
Registered User
Join Date: Jan 2020
Location: oslo/norway
Posts: 1,607
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The development of the engine seams to take a lot of time. I was really hoping that variable heights would be part of the final game but as we can read from "Tsak" there seams to be to many issues.
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18 January 2023, 15:25 | #1447 |
Ex nihilo nihil
Join Date: Oct 2017
Location: CH
Posts: 4,860
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In the other hand, we have already seen games and a second opus with improved content. This may be a way to go as well : Dread/Grind 1 and some month later Dread/Grind 2.
Even Shadow of the Beast has three opus, so... |
18 January 2023, 16:56 | #1448 | |
Registered User
Join Date: Jan 2020
Location: oslo/norway
Posts: 1,607
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Quote:
Sure, why not To me the most important thing is that the game will be released and not abandoned. There is a big chance than things will not happen if they are to complicated. From what I seen, tried already things do not look to shabby |
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18 January 2023, 18:26 | #1449 | |
Registered User
Join Date: Jul 2015
Location: Novi Sad, Serbia
Posts: 1,645
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Quote:
We have great Demo. We have great building tools so we create our own levels. And everyone have access to it. Everything else Tsak or KK release in the future will be just a plus for me. Similar to Tsak, height implementation is not that important to me, although I admit is very important as the overall technical achievement. But KK showed to Patreons first Doom level 1 in engine, and it looked great (for an A500)... I only wish KK pots more often here. |
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19 January 2023, 00:54 | #1450 | ||
Pixelglass/Reimagine
Join Date: Jun 2012
Location: Athens
Posts: 1,031
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Well, it's not that bad
I mean most of these issues are just there because there's no attention gone to them so far (due to different priorities obviously). I'm pretty confident we'll be able patch and iron out everything as the project progresses. Quote:
Quote:
Yesterday we received a mail from someone that managed to run the first demo on the Amiga-mini btw. |
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19 March 2023, 19:17 | #1451 |
Registered User
Join Date: Feb 2015
Location: Sweden
Age: 50
Posts: 2,948
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new amiga 500 doom like !
@Tsak do you have a youtube channel where post GRIND updates?
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19 March 2023, 20:10 | #1452 |
Pixelglass/Reimagine
Join Date: Jun 2012
Location: Athens
Posts: 1,031
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I do but I don't post Grind updates there (at least not yet).
I've got a Patreon : https://www.patreon.com/Grind_Amiga which sees updates at least once every week. Also a discord server, https://discord.gg/QXGQbkRCxN All Patreon updates are announced there, together with some info, pics e.t.c. |
13 April 2023, 16:05 | #1453 |
Registered User
Join Date: Nov 2019
Location: Croydon
Posts: 580
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13 April 2023, 16:41 | #1454 |
Puttymoon inhabitant
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13 April 2023, 16:54 | #1455 |
Retro Freak
Join Date: Nov 2001
Location: Slovenia
Age: 51
Posts: 1,647
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Comon... release a new demo for the general public. It has been a LOOONG time since the first one. Would make a lot of people happy.
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13 April 2023, 21:42 | #1456 |
Guru Meditating
Join Date: Jun 2014
Location: England
Posts: 2,338
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Indeed. I can’t afford to venture beyond the Patreon dread/now grind monthly paywall. I’ll definitely buy the game when it’s released though, so another public demo would be well received.
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13 April 2023, 22:05 | #1457 |
Registered User
Join Date: Oct 2022
Location: Roma
Posts: 312
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Pshh, guys...I think they tried to do a bait n switch scheme...
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13 April 2023, 23:10 | #1458 |
mä vaan
Join Date: Nov 2001
Location: Finland
Posts: 1,653
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Making whole new game is big task, level designs, graphics and story.
What would have been cool would have been ported few Doom 1 levels to this maybe first episode?. Using available assets is much more faster. Usually (in any project) problem is that plans changes middle of process and eventually everything is made many times, different ways and then people get bored and quits. Is better to make a plan and stick with it and only make minor changes in process. |
14 April 2023, 06:56 | #1459 | ||
Pixelglass/Reimagine
Join Date: Jun 2012
Location: Athens
Posts: 1,031
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Quote:
Quote:
Here's my progress so far and for the few months I've been working on this project solo (i.e. after Grind became its own thing):
The above snippets are from the released, latest map. Without going into extreme detail, here is the list of what is still missing (and what's coming next or is already in the works):
So that's practically the complete development plan for the game (both short and long term). With most of the above points done, the rest is work on extra content and maps. Now in regards to a possible public demo release (to get back to the original question) I'd like to have -at least- the new HUD and weapon sprites prepared and ready before I even consider it. And (ideally) also music support, SFX and low-tier enemies done. Between releasing a half backed result and an actual vertical slice of the game (which comes with no extra asterisks or strings attached), I'd pretty much prefer the latter. Last edited by Tsak; 14 April 2023 at 07:02. |
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14 April 2023, 07:28 | #1460 |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,770
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Nobody paid any penny yet for a finished Grind game, so I don't see a similarity.
Anybody can take as much time as one needs for creating an Amiga game. It's all done in their free time. And game dev takes a lot of time. |
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