English Amiga Board


Go Back   English Amiga Board > Main > Amiga scene

 
 
Thread Tools
Old 06 December 2022, 17:51   #1421
BSzili
old chunk of coal

BSzili's Avatar
 
Join Date: Nov 2011
Location: Hungary
Posts: 923
I love the art direction!
BSzili is offline  
Old 06 December 2022, 20:02   #1422
rothers
Registered User

 
Join Date: Apr 2018
Location: UK
Posts: 444
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?
rothers is offline  
Old 06 December 2022, 20:23   #1423
Tsak
Pixelglass/Reimagine

Tsak's Avatar
 
Join Date: Jun 2012
Location: Athens
Posts: 863
Quote:
Originally Posted by rothers View Post
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?
Remains to be seen. Variable floors feature is (almost) ready but not published yet. The big showstopper for the moment is no support for objects (i.e. enemies, items e.t.c.). And besides that the new engine is also not optimised yet, which means a bit worst overal performance vs current engine on the same room config (so f.e. if I had to redo the same flat level with the new engine, it would perform worst vs the old one even if no variable heights were used).

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.
Tsak is offline  
Old 06 December 2022, 21:04   #1424
d4rk3lf
Registered User

d4rk3lf's Avatar
 
Join Date: Jul 2015
Location: Novi Sad, Serbia
Posts: 1,450
@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...
d4rk3lf is offline  
Old 06 December 2022, 21:23   #1425
Tsak
Pixelglass/Reimagine

Tsak's Avatar
 
Join Date: Jun 2012
Location: Athens
Posts: 863
Quote:
Originally Posted by d4rk3lf View Post
@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...
Geez, as much as I'd definitely love those it would be really difficult to add for sure...
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.
Tsak is offline  
Old 06 December 2022, 21:30   #1426
Gzegzolka
Registered User

 
Join Date: Feb 2014
Location: Warszawa / Polska
Posts: 1,616
Looks awesome
Gzegzolka is offline  
Old 06 December 2022, 22:52   #1427
d4rk3lf
Registered User

d4rk3lf's Avatar
 
Join Date: Jul 2015
Location: Novi Sad, Serbia
Posts: 1,450
Quote:
Originally Posted by Tsak View Post
Geez, as much as I'd definitely love those it would be really difficult to add for sure...
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.
Got it, bro.
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.. In order to pass some (exit) door and progress into the next level you need 50 gold for the guard to let you pass (you don't need to see the guard, it can be shown just with simple image and text (or just text). So you wander around the level, and find some NPC's (again, you don't need to see them, it can be simple approaching to some house door, pressing space, and new screen with image and text appear), where cute girl npc tells you that she can't spare any gold, but if you go to some other npc healer house, and bring her a medicine (Blue Key) for her sick grandpa, she can give you 30 gold coins (Red Key)... Ok, so you go and search a healer (meanwhile fighting some wolfs that appeared on the streets), and after you find a healer, he tells you that he can't make medicine, unless he have a herb for it (Yellow Key) . He used to gets herbs by himself, but now that territory is occupied by nasty goblins.
Sight... .. ok.. I'll go.
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...
d4rk3lf is offline  
Old 06 December 2022, 23:18   #1428
Tsak
Pixelglass/Reimagine

Tsak's Avatar
 
Join Date: Jun 2012
Location: Athens
Posts: 863
Quote:
Originally Posted by d4rk3lf View Post
Got it, bro.
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.. In order to pass some (exit) door and progress into the next level you need 50 gold for the guard to let you pass (you don't need to see the guard, it can be shown just with simple image and text (or just text). So you wander around the level, and find some NPC's (again, you don't need to see them, it can be simple approaching to some house door, pressing space, and new screen with image and text appear), where cute girl npc tells you that she can't spare any gold, but if you go to some other npc healer house, and bring her a medicine (Blue Key) for her sick grandpa, she can give you 30 gold coins (Red Key)... Ok, so you go and search a healer (meanwhile fighting some wolfs that appeared on the streets), and after you find a healer, he tells you that he can't make medicine, unless he have a herb for it (Yellow Key) . He used to gets herbs by himself, but now that territory is occupied by nasty goblins.
Sight... .. ok.. I'll go.
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...
He, he, new set must be a real teaser ain't it?
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
Tsak is offline  
Old 06 December 2022, 23:55   #1429
utri007
mä vaan
 
Join Date: Nov 2001
Location: Finland
Posts: 1,520
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.
utri007 is offline  
Old 07 December 2022, 06:56   #1430
Adropac2
Zone Friend
 
Join Date: Jan 2006
Location: Kent
Age: 50
Posts: 960
this is all quite staggering to behold. I'm liking the new showing
Adropac2 is offline  
Old 07 December 2022, 08:29   #1431
Predseda
Puttymoon inhabitant
Predseda's Avatar
 
Join Date: Mar 2007
Location: Tromaville
Age: 45
Posts: 7,194
Send a message via ICQ to Predseda
Quote:
Originally Posted by gimbal View Post
Love it. Like this you'd be able to create Darkmere in 3D. Or the intro of Wrath of the Demon
Yeah, exactly. I was thinking what this reminds me and it is indeed Darkmere!
Predseda is offline  
Old 13 December 2022, 11:49   #1432
Jacques
Registered User
Jacques's Avatar
 
Join Date: Oct 2013
Location: Wrocław, Poland
Posts: 153
I hope Grind stays pure FPS with no RPG elements and gets finished while we live There's already Legends of Valour and yes, those new gfx remind a darker LoV quite a lot
Jacques is offline  
Old 13 December 2022, 18:59   #1433
saimon69
J.M.D - Bedroom Musician

 
Join Date: Apr 2014
Location: los angeles,ca
Posts: 2,832
Quote:
Originally Posted by Jacques View Post
I hope Grind stays pure FPS with no RPG elements and gets finished while we live There's already Legends of Valour and yes, those new gfx remind a darker LoV quite a lot
Is an engine so with the proper tweaks you can do everything with it
saimon69 is offline  
Old 13 December 2022, 22:00   #1434
Tsak
Pixelglass/Reimagine

Tsak's Avatar
 
Join Date: Jun 2012
Location: Athens
Posts: 863


Darkemere VS Grind VS Legends of Valour
Tsak is offline  
Old 13 December 2022, 22:05   #1435
nikosidis
Registered User

 
Join Date: Jan 2020
Location: oslo/norway
Posts: 1,349
Simply whow TSAK Don't have words.
nikosidis is offline  
Old 25 December 2022, 23:32   #1436
Neil79
Autistic 'n IRN!

 
Join Date: Jul 2012
Location: -
Posts: 2,931
Grind - The very latest news for the upcoming Amiga 500/ST Doom like experience!
https://www.indieretronews.com/2022/...shots-for.html
Neil79 is offline  
Old 26 December 2022, 02:29   #1437
dlfrsilver
CaptainM68K-SPS France
dlfrsilver's Avatar
 
Join Date: Dec 2004
Location: Melun nearby Paris/France
Age: 45
Posts: 9,642
Send a message via MSN to dlfrsilver
Quote:
Originally Posted by Tsak View Post


Darkemere VS Grind VS Legends of Valour
Doing Darkmere in 3D ? mmmh lovely !
dlfrsilver is offline  
Old 28 December 2022, 21:07   #1438
tomcat666
Retro Freak

tomcat666's Avatar
 
Join Date: Nov 2001
Location: Slovenia
Age: 49
Posts: 1,311
How about releasing some later Dread demo out to the general public now ?
tomcat666 is offline  
Old 28 December 2022, 21:22   #1439
paul1981
Registered User

paul1981's Avatar
 
Join Date: Oct 2013
Location: England
Posts: 338
I've only ever played the first Dread demo. Like tomcat666 says, it'd be nice to play a more recent offering.
paul1981 is offline  
Old 29 December 2022, 00:02   #1440
Tsak
Pixelglass/Reimagine

Tsak's Avatar
 
Join Date: Jun 2012
Location: Athens
Posts: 863
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).
Tsak 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
Amiga DRAM chip tester for HYB-514256B with Arduino UNO - Amiga 500/500+ andy2018 support.Hardware 0 31 October 2018 22:27
Amiga 500 Rev.6A VS Amiga 500 Plus with 2MB chip and ACA 500 turrican9 support.Hardware 0 24 December 2016 03:16
Final Fight on AMIGA 500+ (500 Plus), not 500! padremayi support.Games 55 09 March 2016 21:39
Possible to port Alien Breed 3D maps to Doom? (I know AB3D has features Doom can't) dex Coders. General 2 21 January 2012 23:06
GL Doom for Amiga fitzsteve support.Games 1 09 November 2010 13:52

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 22:25.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2023, vBulletin Solutions Inc.
Page generated in 0.14226 seconds with 16 queries