Just a line to say I fixed some bug and made the movement routine more stable.
Soon more screenshots!
2015-10-31
2015-10-14
New activities starting for DOAM
A friend of mine offered to start working on some locations.
We aim to render a tipical location where DOAM game will take place.
Meanwhile I'm correcting the DumDum engine to manage many many enemies, with multiple behaviours based on each class. A stepping stone to a more near-rpg structure.
Stand by for more news to come!
New screenshot in a week from now, I promise.
We aim to render a tipical location where DOAM game will take place.
Meanwhile I'm correcting the DumDum engine to manage many many enemies, with multiple behaviours based on each class. A stepping stone to a more near-rpg structure.
Stand by for more news to come!
New screenshot in a week from now, I promise.
2015-10-06
Opengl2 and SDL2 test demonstration from my friend Renato
This friend of mine is working on his own engine and the first results are nice!
Have a look:
Have a look:
A little crowdy here...
2015-10-02
First development screenshots
Here are some screenshots, so you know what we are talking about.
The level design is almost empty, but you can get an idea of the type of geometry.
First screenshot: the doomguy is on a summoning pentacle, teleporting a little army of monsters, beyond the wall.
You see some writing on the bottom right corner: this is a messaging console, useful for letting the player know what's happening. Useful for debugging also. The final layout will have 3 minimal buttons in the other corners, each one activating transparent screens for roleplaying stats, points, inventory, plot records, and various menus. The layout is still in a design phase.
The level design is almost empty, but you can get an idea of the type of geometry.
First screenshot: the doomguy is on a summoning pentacle, teleporting a little army of monsters, beyond the wall.
You see some writing on the bottom right corner: this is a messaging console, useful for letting the player know what's happening. Useful for debugging also. The final layout will have 3 minimal buttons in the other corners, each one activating transparent screens for roleplaying stats, points, inventory, plot records, and various menus. The layout is still in a design phase.
Second screenshot: I'm shooting the monster. The red number indicates the hurt points subtracted from the monster's LIF total. The red number appears, then floats up and fades out.
When LIF attribute reaches zero, the monster is dead. More complex calculations may be added in the future conforming to Action!System rules.
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