A downloadable game

Part of my id trilogy for Commodore 64, this one will have the most cuts to functionality, but the idea is to have a full 3d wireframe level, rendered like Mercenary's underground bases, one room at a time.

I've extracted the enemy animations and converted them to skeletons using a vertex binding approach. The enemies look like stick figures.

I've also extracted the weapons, and by converting them to quads using a greedy merge, then rendering with a z buffer and face id buffer, I was able to get some sprites that look like wireframe weapons.

I'm currently working on the weapon behaviour and the enemy behaviour, using code cribbed from Wolf64 and Doom64, tempered by the unique requirements of Quake.

I have all of E1M1-E1M3 mapped out in the level editor created for the project. This is the long pole of the development. I should put more work into it each day. First though I had to add different shaped rooms, based on tetris pieces, and make the map editor smoother so I don't feel like tearing my hair out when mapping.

I'm considering only having music play in rooms without enemies, or even only in the front end. That way I can use the voices to separate out sound effects, for example player/weapon sounds on voice 1, enemy sounds on voice 2, and doors and elevators on the noise channel.

If you'd like to support the development time behind this and future projects, feel free to drop a tip in my Tip Jar project.

Updated 2 days ago
Published 24 days ago
StatusIn development
AuthorKweepa
GenreAction
AI DisclosureAI Assisted, Code

Comments

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(+1)

Do you have GIBS ? When an enemy explode you could have the line segments fly away and fall on the floor maybe and disappear after half a sec -  though I guess that would increase the number of vertices to transform when the lines are disconnected.

I haven't done the gibs yet. May do the line segment thing, with half the lines chosen randomly. I don't have any other ideas how it might work.

Filled vectors for C64U plz

The beauty of an open source project is that anyone can do this. Which is my way of saying I'm not interested in doing this :)

Fair enough. Good luck with the project. I'm really excited to see how it turns out. 

(+1)

Noooooo. I think that's what so nostalgic for me about this rendering is the early days 3D vector rendering - like Star Wars (1983) and Battle Zone (1980).

(+3)

very good

(1 edit) (+2)

awesome. i'm looking forward to this. looks to be good so far.

(2 edits)

Personally :3 if this would *ever* allow for such a thing, you could also make a version that has deathmatch bots instead of monsters. Maybe in an arena, or a few arenas. The classic Quake "Reaperbot" was the first of it's kind, "smart", tiny, and performant...

(+1)

Cool stuff Kweepa :)

(2 edits) (+1)

This one would benefit from Mouse controls even MORE now, because you can look up and down whilst moving with WASD .... :3 Love what you are doing here! Amazing! I wonder if a lot of CPU power could be shifted to the game if the gun had a visibility option (rendering it or not).

(+2)

The gun is just sprites. Looks like I fooled you! :)

Mouse control is on the cards. Not sure about looking up and down, but if so, it'll be with shearing.

(1 edit)

Yeah XD. You got me. Hahaha! What I greatly enjoyed in Quake back in the day, was a lot of the verticality. It was the first game where people permanently had mouselook enabled (initially it required entering +mouselook into the console). I have no idea how smooth this all plays, but I imagine a tiny, simple deathmatch bot could be great fun. Or even having two, and a spectator mode with external cameras that take any vertex in the game that's able to capture the action... or from their perspective. And you can just watch the show if you don't join. :3

I'm a dreamer, I know. :3 Just throwing in ideas. The base game is already great fun. No idea why I never suggested a bot in the DOOM version, but now I would. Even if it meant having a seperate program just for that kind of gameplay. Cooperative play with a bot would surely be too complex though.

(+2)

Very Mercenary-like but thats why its awesome! Looking forward so much!

(1 edit) (+1)

Very nice. Looking forward to this. I think the wireframe design is, although necessary, a really interesting approach.