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Posted by NiG on 2010/10/19 16:55:15 |
Hi all !
My name is Nicola, I'm an italian programmer, and a DooM-Quake addicted :) I was convinced by a very gentle and helpful mapper (RickyT23) to introduce here my own engine made from scratch.
It's a deferred renderer engine on which I've been working for almost two years. It is NOT made using some existing code, like the quake engine source code, so it's completely different from all the existing quake-based engines.
In fact, it doesn't read BSP file, but the source MAP files. It has a per-pixel colored lightning, smooth shadows (for now only on spot lights), bloom and SSAO. However, everything is still in process and being improved.
It has also a basic physics system (quake-like), writen by me, of course, but maybe in the future I will switch to some library. And it has a basic AI.
It implements all the basic weapons, like pistols, shotguns, rocket and grenade launcher. However, everything is possible.. for example I'll make the DukeNukem3D weapon that resises the enemies :D
It has to be considered as an "amateur" engine, not a commerciable one. Not for now at least. Plus, I'm working alone... it's hard ;)
In fact, it misses many things: sound system, a menu, a HUD. Moreover, it doesn't have a stable version for now.
It's worth saying also that a friend of mine is helping me on writing the LAN code.
I'm gonna link some screen shots, taken from some maps RickyT23 gave to me.
http://img830.imageshack.us/img830/9094/shot523.jpg
http://img222.imageshack.us/img222/2545/shot4268.jpg
http://img214.imageshack.us/img214/2545/shot4268.jpg
http://img835.imageshack.us/img835/9831/shot3188.jpg
http://img96.imageshack.us/img96/6889/shot3102.jpg
http://img220.imageshack.us/img220/3013/starkmon.jpg
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My idea, or better, my dream-proposal, is to make a survival horror game. I was talking with RickyT23 about some maps set like the horror movie "The Thing", in a scientific base in a some isolated place, like the south-pole, with snows, fog, open spaces, lots of scary enemies and everything that can contribute to having a distressing, stressful and neurotic scenario.
I'm a programmer, not a mapper at all.
Question is: is there someone who could help me in this ?
Ok, I've talked too much, it's enough for now :D!
Thank you for reading !
Bye,
-NiG |
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Note
#1 posted by NiG on 2010/10/19 17:02:10
well, I forgot to say that the engine DOES support normal mapping, parallax mapping, emitting maps. And it prefers hi-res textures :)
Unfortunately the maps used in the shots don't have neither hi-res texture nor normal maps, so some stuff cannot be seen. Only in the first shot normal mapping and emissive lightning is used, since I was using quake-retexturing project textures.
- everything is copyright by the authors
#2 posted by Trinca on 2010/10/19 17:26:55
<>to introduce here my own engine made from scratch.</>
where is the engine?
:)
#3 posted by NiG on 2010/10/19 17:41:18
Since there is not a stable version yet, I'm not letting anyone to download it :) As soon as there will be one, I will notify to all of you.
The fact is that I don't want people to see something that doesn't work well.
So sorry :'(
Looks Impressive
It has nice eye-candy that does not seem to stray too far from the standard Quake aesthetics. I'm very interested in seeing more, but I support your decision not to release half-finished work. Keep at it, and if you need playtesters or have questions about Quake in general, let us know. I'm sure there are plenty of people here who would like to help out when it's time.
Question
It has also a basic physics system (quake-like), writen by me, of course, but maybe in the future I will switch to some library. And it has a basic AI.
It implements all the basic weapons, like pistols, shotguns, rocket and grenade launcher. However, everything is possible.. for example I'll make the DukeNukem3D weapon that resises the enemies :D
So you're not using the game logic written in QuakeC (progs.dat)?
Huh
#6 posted by ijed on 2010/10/20 01:50:14
Sounds cool. I'd recommend Kell's texture set based off aliens (I can't remember the name) and maybe the snow tex' from Ogro.
Currently working on something so can't help I'm afraid.
Good luck.
#7 posted by NiG on 2010/10/20 01:50:51
@SleepwalkR
Thank you for your appreciation :) Actually, the only quake-base engine that supports real time shadows and per-pixel lightning is DarkPlaces as far as I know. Besides, my engine is NOT quake based at all, so except from the assets I'm using, I would say that it's different from quake style. It's a completely different engine.
@onetruepurple: not at all. As I said, each line of the code of my engine was writen by me. I'm not using anything writen by others. The only things I'm using from quake are the assets, NOT the code: so only map and models... that is, the arts. In fact, I'm not an artist/mapper. And even if I would be, I wouldn't have enough time do to everything :D
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I wrote here to know what people would think about my humble work, and because I'm testing it with quake stuff.
Plus, I really would like to make some sort of game, I mean, a game with a similar quake gameplay and stuff, but running on a completely different subsystem. Honestly, how much are the chances for me to find some mappers that could make some maps for themselves, and for me ?
Tell You What
#8 posted by nitin on 2010/10/20 02:31:58
people have been grumbling here for ages about a modern remake for quake.
From those screenshots, this might be the way to do it. As sleepy said, seems to have additional eye candy BUT without deviating form the look and feel of the quake aesthetic. And the rest of the listed featrues seem desirable too. And I know RemakeQuake is in the works, but its still going to be based off an existing quake platform.
NiG, to be honest, I am not sure you will get much interest until a playable version of the engine is available so that mappers can see it first hand to know what it can and cannot do. Also, I think you need to provide mroe information about what formats of assets the engine can read.
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