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Blaze is a retro/minimalistic styled sci-fi first person flight/shooter action game. The game can be played almost single handedly with just mouse. It's about shooting a lot of alien things (in semi-randomized missions?). The alien things are trying capture all your base, and have already captured at least half of it. You have to defend the base and capture the alien controlled areas back. Or something like that...

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numbersix
numbersix

Oh yeah. With darkplaces, you could use my map-hack tech...whenever I get back from real life and get it working. Whats map-hack? Open world - near potentially infinite maps.

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TwinBeast Author
TwinBeast

I thought to use some randomized maps/missions. Player buys stuff in the Start level, select mission from a list. The level for the mission is selected randomly. Player's spawn point, enemies spawns etc would be randomized. Complete/abort/fail mission, and player returns back to the Start level.

Enough missions complete: final mission available. Complete the final mission and player wins the game.

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TwinBeast Author
TwinBeast

It would be nice if it was possible to load multiple maps into one level. Like have a 4x4 grid, and each grid block would be a random map. I wonder if this would work in DP.

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TwinBeast Author
TwinBeast

Initial test on this shows I could load multiple map bsp into one level, they have collision and lighting properly.. could even rotate these. But none of the entities from the extra maps spawn. This wouldn't be big problem for players and enemies, but what about doors, elevators, buttons, triggers.. can't just randomly spawn these.

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numbersix
numbersix

Yes, this is the tricky part.
I found a way to do it in quake-c but its ugly.
Then there is this:
Moddb.com
I think that might work perfectly - though some entity adjustments may need made.
And what you are doing is exactly what the map-hack code does - builds a map out of random chunks.

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Mirrorman95
Mirrorman95

That looks great, as long as the lowres filters are optional.

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TwinBeast Author
TwinBeast

The palette filter should be on, disabling it is a cheat.

Texture filtering settings are changeable. Used a cvar to make changing it easier.

Don't know yet about the low video resolution scaling. It would definitely fit the graphics style, but it makes it difficult to see far.

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Description

Uhhuh.. I changed the engine again? Well, at least I got DarkPlaces looking quite a lot like the Doom engine.

I was testing 16-32 color palettes. The palette is a glsl post process shader. It can't have much more colors than 32, because of my crappy glsl skills, but I thought I'd use 16-32 colors anyway. Haven't decided how many colors yet. Colored lighting would work better with the 32, while 16 would be just cool for being so low amount.

The nightvision mode is a palette swap and more light similar to what it was with the Doom engine. Player has a little bit of light without nightvision.

I also found a way to get it look lowres pixelated video resolution: 320x200, 640x400 or whatever Doom is supposed to be.

The 4 weapon models used in the Doom version got some optimization to work as ingame models. Rocket launcher was changed quite a bit. Player model was changed too, a bit slimmer and each body part can be separated for gib models.