English Amiga Board


Go Back   English Amiga Board > News

 
 
Thread Tools
Old 14 October 2023, 10:39   #21
Lord Aga
MI clan prevails
 
Lord Aga's Avatar
 
Join Date: Jul 2010
Location: Belgrade, Serbia
Posts: 1,443
I love the Chaos Engine-y HUD
Lord Aga is offline  
Old 14 October 2023, 10:41   #22
TCD
HOL/FTP busy bee
 
TCD's Avatar
 
Join Date: Sep 2006
Location: Germany
Age: 46
Posts: 31,606
Quote:
Originally Posted by Tsak View Post
I'd love to hear if people think the game (with what is already shown) manages to capture this or if it feels lacking.
For me it doesn't look like Chaos Engine or Quake, but it uses the colors really well and creates it's own 'Steampunky' vibe If it is possible the lighting should be used even more. It looks like there are only 2 light level and I understand if you go for OCS/ECS it's hard to get more, but maybe there could be an option to have more for AGA?
TCD is offline  
Old 14 October 2023, 13:05   #23
Karlos
Alien Bleed
 
Karlos's Avatar
 
Join Date: Aug 2022
Location: UK
Posts: 4,165
One thing puzzles me. I see that that game has areas of open sky and closed ceilings with different heights. Yet there doesn't seem to be any variation in floor height. Is there a specific reason for that?
Karlos is offline  
Old 14 October 2023, 13:18   #24
Karlos
Alien Bleed
 
Karlos's Avatar
 
Join Date: Aug 2022
Location: UK
Posts: 4,165
As for the aesthetic, it's definitely a great steampunk feel. Top marks.
Karlos is offline  
Old 14 October 2023, 15:21   #25
Tsak
Pixelglass/Reimagine
 
Tsak's Avatar
 
Join Date: Jun 2012
Location: Athens
Posts: 1,032
Quote:
Originally Posted by Karlos View Post
One thing puzzles me. I see that that game has areas of open sky and closed ceilings with different heights. Yet there doesn't seem to be any variation in floor height. Is there a specific reason for that?
Cause the current renderer has variable heights for walls already (4 steps/up to 128px) but not stairs/elevation. There is a second renderer version which already supports that but it's incomplete (no objects clipping and quite unoptimized).
Tsak is offline  
Old 14 October 2023, 16:23   #26
rothers
Registered User
 
Join Date: Apr 2018
Location: UK
Posts: 487
Quote:
Originally Posted by vroom6sri View Post
If this game had been conceived "back in the day" I could imagine every Amiga magazine going nuts over it. I should think they'd each have had a devoted section every month giving updates and probably new demos. It's truly remarkable.

I'm not sure what they would make of it, there were some games back then which were so ahead of their time they didn't gain much attention.


Remember raycasting 3D games were around from the early 1980s - people got them running in feats of programming just like this on 8bit machines but no one really seemed very interested, it was not until the 1990s which they really caught on with Wolf3d.
rothers is offline  
Old 15 October 2023, 17:44   #27
Predseda
Puttymoon inhabitant
 
Predseda's Avatar
 
Join Date: Mar 2007
Location: Tromaville
Age: 46
Posts: 7,545
Send a message via ICQ to Predseda
Quote:
Originally Posted by Karlos View Post
One thing puzzles me. I see that that game has areas of open sky and closed ceilings with different heights. Yet there doesn't seem to be any variation in floor height. Is there a specific reason for that?
I have seen stairs and platforms in one of the earlier builds, but unfortunately KK had to step out from the project before these were properly implemented.
Predseda is offline  
Old 16 October 2023, 12:07   #28
Muzkat
Into the Wonderful
 
Muzkat's Avatar
 
Join Date: Jul 2001
Location: Earthrealm
Age: 42
Posts: 1,429
Looks stunning. What I would have given to have something like this on my Amiga back in the day.
Muzkat is offline  
Old 17 October 2023, 00:19   #29
Photon
Moderator
 
Photon's Avatar
 
Join Date: Nov 2004
Location: Eksjö / Sweden
Posts: 5,604
This + gfx swap?

[ Show youtube player ]
Photon is offline  
Old 17 October 2023, 04:48   #30
amifan
WhatIFF? Amiga Magazine
 
amifan's Avatar
 
Join Date: Feb 2021
Location: Chiba, Japan
Age: 46
Posts: 482
Looks amazing! I love how it looks like an Amiga game from the 90s, not just another Doom clone. Still can't believe how well it runs and looks on the A500. We will have an interview with Tsak about the game in the December issue as well
amifan is offline  
Old 17 October 2023, 08:37   #31
buzzybee
Registered User
 
Join Date: Oct 2015
Location: Landsberg / Germany
Posts: 526
Quote:
Originally Posted by Tsak View Post

It's probably Chaos Engine 3D meets Darkmere 3D for me .

I'd love to hear if people think the game (with what is already shown) manages to capture this or if it feels lacking.
I love the art direction as shown by the environment and GUI so far. The ingame objects and SFX not so much. The eyeblob- and cyclops-thing remind me of rather generic FPS cannonfodder. Must be challenging to pixel stuff that scales in a viewport with half the y-resolution.

The engine obviously does a tremendous job. I wonder if there is a good reason to aim for unaccelerated A500. The low framerate of 10-15 fps will limit your game design choices. With a minimum rate of 20+ fps on faster platforms, you might pull off much more interesting attack patterns and gameplay mechanics. This is probably a necessity to implement, as otherwise, the novelty of the art might wear off pretty quickly. Especially if you plan to release demo versions regularly.

I feel like this wonderful art direction lends itself to framing the action with explorational vibes aka storytelling, puzzles, and tactical elements. I am aware that this might be a bit too much to ask for, given the amount of work that lies ahead of you.

What an ambitious project! I wish you guys all the best.
buzzybee is offline  
Old 17 October 2023, 10:22   #32
AnimaInCorpore
Registered User
 
Join Date: Nov 2012
Location: Willich/Germany
Posts: 232
Quote:
Originally Posted by buzzybee View Post
The engine obviously does a tremendous job.
Yeah, crazy stuff indeed! Brilliant work for sure.

Quote:
Originally Posted by buzzybee View Post
I wonder if there is a good reason to aim for unaccelerated A500.
Well, it hits a sweet spot on the Amiga 500 because the smart Blitter C2P drawing can work in parallel with the game engine. It's even faster on machines wit Fast-RAM so it really shines on the Amiga 1200. Everything is tailored around that very specific C2P approach which works great in that very case but has its limitations in extensibility.
AnimaInCorpore is offline  
Old 17 October 2023, 17:21   #33
eXeler0
Registered User
 
eXeler0's Avatar
 
Join Date: Feb 2015
Location: Sweden
Age: 50
Posts: 2,953
I think there’s an important point to be made by keeping it playable on a stock A500+/A600
Its supoosed to be more or less ”impossible”. On A1200 we already have a bunch of FPS gsmes…
eXeler0 is offline  
Old 17 October 2023, 23:28   #34
Tsak
Pixelglass/Reimagine
 
Tsak's Avatar
 
Join Date: Jun 2012
Location: Athens
Posts: 1,032
Quote:
Originally Posted by Photon View Post
This + gfx swap?
Sort of. It does use the Dread engine however it goes far beyond. Besides swapping gfx, new features are added, bugs are fixed and gameplay is getting tweaked, polished and expanded.

Quote:
Originally Posted by buzzybee View Post
I love the art direction as shown by the environment and GUI so far. The ingame objects and SFX not so much.
Enemies and SFX are planned for a major upgrade/overhaul. I'm very happy with the rest objects so far though (like pickups and decor stuff). I cannot imagine these looking any better given our color and resolution restrictions.

Quote:
Originally Posted by buzzybee View Post
The eyeblob- and cyclops-thing remind me of rather generic FPS cannonfodder.
The eye enemy was primarily added as the cheapest possible support enemy (ram wise). And as such it needed to be very simple design-wise. I agree it does look quite generic, but at the same time the design itself works exceptionally well imho. It's very well defined and stands out (as it should for that type of enemy) and also fits perfectly with the setting. It also turned out to be one of the most fun enemies to battle against so far.

As for the Head-monster, this is one of the last remaining Free-Doom inspired assets. It's no secret this is a straight Cacodemon copy basically. It remains to be seen what I'll do with it. It is indeed generic as well, however I find the actual design to be pretty good so I'm quite tempted to keep it.

Quote:
Originally Posted by buzzybee View Post
Must be challenging to pixel stuff that scales in a viewport with half the y-resolution.
Yup, I got used working on it eventually.
Once a good pipeline is set up the rest are easy. What wasn't easy though was to find a pixeling style that yielded the best possible clarity for such a resolution (and color count). Took me nearly half of the development time when I was working on the Dread demo to get there. Lots of tries, loads of (pixeling) rules we had to set and loads of testing.

Quote:
Originally Posted by buzzybee View Post
The engine obviously does a tremendous job. I wonder if there is a good reason to aim for unaccelerated A500. The low framerate of 10-15 fps will limit your game design choices. With a minimum rate of 20+ fps on faster platforms, you might pull off much more interesting attack patterns and gameplay mechanics. This is probably a necessity to implement, as otherwise, the novelty of the art might wear off pretty quickly. Especially if you plan to release demo versions regularly.
The goal from the start has been to create a playable FPS exactly for a500, more so since expanded machines already have loads of great FPS games to choose from (including -of course- none other than Doom).

Other than that, most people focus on the game running on a500 without realizing that it's on the 1200 that really shines. Honestly it runs so exceptionally well, that makes it unlike any other fps we've seen on a vanilla 1200, both (I'd dare say) visually and definitely performance wise. Having the game run effortlessly above 15 fps (and in the case of Fast ram 25-30 fps) changes the gameplay radically, coming closer than ever to the fast-paced action that we've come to expect from classic and modern boomer-shooters. Which is something we never really had with Amiga originals imho.

And there's also more to that. Making sure the game runs ok on stock a500 helps to keep that great performance on a1200 possible (which is very much needed for gameplay). If I was to go far and beyond then you'd need an accelerator to really enjoy the game on any machine. And it's exceptionally easy to fall into that trap (go far and beyond) so when making whatever needed for the a500 to be playable, acts as a safety net, ensuring a1200 play remains optimal.

Worth noting here is that interesting attack patterns and gameplay mechanics don't pose much of a bottleneck really. Even enemy numbers on screen is not a showstopper. I.e. you can pretty much fill the entire screen with enemies already and the performance hit you get is (surprisingly) many times lower than what you'd expect.


Quote:
Originally Posted by buzzybee View Post
I feel like this wonderful art direction lends itself to framing the action with explorational vibes aka storytelling, puzzles, and tactical elements. I am aware that this might be a bit too much to ask for, given the amount of work that lies ahead of you.

What an ambitious project! I wish you guys all the best.
Thanks!

Yes, well I think we really need to manage expectations in regards to these.

Storytelling is one of the pillars I want the game to be based on, but there are many layers as to how this can be fleshed out. Visual storytelling with levels and themes is already something that is present and to be expanded. Other stuff could be an additional animated intro, in-between level texts, a map screen and in-game text messages, even in-game cutscene events (like in build engine games with level stuff exploding). For now all these have different priorities and require different tweaks to the engine to be implemented. Once the big and most important features are sorted out, we'll evaluate if there is time and room left for all these.

In regards to puzzles, I think I'd prefer to keep it very simple-rudimentary. Action and exploration is the primary focus in these games. Puzzles.. not so much.

And as for tactical elements, this is to be expanded. Already I plan to include secondary attacks to weapons which will also add extra tactical value. Other things are different enemy types and AI additions (like new enemy states), additional collectables etc. But probably these would be as far as I'd go (for this game at least).
Tsak is offline  
Old 18 October 2023, 10:57   #35
samo79
Registered User
 
samo79's Avatar
 
Join Date: Nov 2018
Location: Italy
Posts: 158
Grind

If I may suggest, it would be nice to expand a bit more the options for the game controls, for example making the use of the mouse optional and not mandatory like it is now (something like Doom) and maybe add support for the use of the CD32 joypads
samo79 is offline  
Old 18 October 2023, 16:04   #36
Tsak
Pixelglass/Reimagine
 
Tsak's Avatar
 
Join Date: Jun 2012
Location: Athens
Posts: 1,032
Quote:
Originally Posted by samo79 View Post
If I may suggest, it would be nice to expand a bit more the options for the game controls, for example making the use of the mouse optional and not mandatory like it is now (something like Doom) and maybe add support for the use of the CD32 joypads
Yes, these are on our todo list as well. CD32 joypad is definitely a necessity for CD32 owners.

Last edited by Tsak; 18 October 2023 at 16:18.
Tsak is offline  
Old 18 October 2023, 23:09   #37
utri007
mä vaan
 
Join Date: Nov 2001
Location: Finland
Posts: 1,654
Is there a level map?
utri007 is offline  
Old 19 October 2023, 01:54   #38
Tsak
Pixelglass/Reimagine
 
Tsak's Avatar
 
Join Date: Jun 2012
Location: Athens
Posts: 1,032
Quote:
Originally Posted by utri007 View Post
Is there a level map?
Like a minimap? No. Some work was done for this many, many moons ago but was abandoned.
Tsak is offline  
Old 20 October 2023, 12:46   #39
Tsak
Pixelglass/Reimagine
 
Tsak's Avatar
 
Join Date: Jun 2012
Location: Athens
Posts: 1,032
A public post was made on Grind's Patreon, celebrating 1 year of development for the project and sharing a list of milestones and goals the game has reached during this time, as well as a detailed roadmap for the work ahead!
Tsak is offline  
Old 20 October 2023, 22:40   #40
copse
Registered User
 
Join Date: Jul 2009
Location: Lala Land
Posts: 522
https://www.patreon.com/posts/48-grinds-one-91177510
copse is offline  
 


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools

Similar Threads
Thread Thread Starter Forum Replies Last Post
Which First Person Shooter Amiga game is the best ? Tim Janssen Nostalgia & memories 59 07 December 2022 17:16
Amishion Impossible - A new First Person Shooter for Amiga earok project.Amiga Game Factory 10 29 October 2018 22:53
Hardcore - A "First Person Shooter" Film... With Sharlto Copley CodyJarrett Retrogaming General Discussion 2 06 November 2014 03:40
The First Person Shooter frame rate tolerance poll... DDNI Retrogaming General Discussion 41 30 June 2011 03:32
[Found: Midnight Resistance] help with 3rd person scrolling shooter ID. harkamus Looking for a game name ? 9 07 January 2008 10:20

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT +2. The time now is 00:16.

Top

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, vBulletin Solutions Inc.
Page generated in 0.09442 seconds with 13 queries