Citadel is a faithful remake of the original game System Shock created in 1994 by Looking Glass Studios.

Report RSS Developer Report: Phase 1 Complete - Structure

The first part of the master plan is now completed. All level geometry and texturing and code frame work is now completed.

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Phase 1 is Completed!

Phase 1 Complete - Structure
The base code framework is now completed and all level geometry and texturing is complete (except for cyberspace).

Phase 1 Complete - Structure
Here I have attached an image of the entire space station as seen when outside the level in-engine. All levels have been recreated exact to the original game's levels. There are currently only a few minor additions, notably being able to see the escape pods from the flight bays, buttons have a bit of thickness to them, doors have thickness, grating has thickness, and a few minor tweaks to fit doors in nicely since they have thickness. Texturing is completed as well and is oriented and aligned exactly as the original game.

Next Phase, Phase 2 - Fill. This next portion of the plan is to add lighting (or shadows depending on how you look at it), create all remaining 3D models for the objects, ammo, weapons, and enemies, and finish HUD code. Basically, to go through the game and fill it with all the objects and enemies in their proper locations. Also, Cyberspace will be created soon.

Moving right along now. Lighting will take time, but hopefully not as long as recreating the level geometry.

Take care everyone, and don't forget to salt the fries!

Comments
Mirrorman95
Mirrorman95

The game looks really good so far. Soon, we'll be able to play and mod System Shock 1 better than ever before!

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hemebond
hemebond

You're creating the entire station as one level? That's awesome.

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TheOneMuffin
TheOneMuffin

I'm fairly sure he said the elevator will connect the levels in a way that the Source Engine and GoldSrc engines do it.

Basically the elevator will be a loading screen.

It seems that in this picture he copy and pasted all the maps on top of eachother to show how close to the Citadel Station picture the game really is.

That or he somehow didn't go over the brush limit and it IS one level, which in that case, more power to him.

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JosiahJack Author
JosiahJack

It is one massive level file. I did go over the maximum vertex limit, for normal Quake bsp format. I'm using bsp2 format though.

Also, level "loading" with the elevators uses similar transition logic of Half-Life for placing the player relative to the center of the elevator, but requires no loading. It's actually a silent teleport, not that you'll be able tell really.

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ShadowsRage
ShadowsRage

Awesome work!

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SpAM_CAN
SpAM_CAN

Goddamn, this is coming along great! :D

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SpAM_CAN
SpAM_CAN

Oh, I was wondering how you are planning on implementing the patterns on the walls in Cyberspace? The original game ran Conway's Game Of Life on the grid, are you going to do something similar? (I can't imagine that being easy given how Quake does it's thing).

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JosiahJack Author
JosiahJack

Since porting it over to Unity, I am much more flexible to add certain features that would otherwise be very difficult in Darkplaces. I assure you, I am definitely planning on implementing the Conway's Game of Life as well as other eclectic/less-welk-known features such as rotating star map, chess logic for switch puzzles, etc.

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Guest
Guest

Awesome! I liked System Shock right from the start and I have been waiting for years for a decent remake. This is one of the very few 90s games I'd really like to play again.

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Motar79
Motar79

Dammit, that's so awesome! I hope new updates and release will be soon...

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Guest

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Citadel
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Windows, Mac, Linux
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JosiahJack
Engine
Unity
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