[Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

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[Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

Postby TerminusEst13 » Mon Jul 06, 2015 5:54 pm

Image

Github: http://github.com/marrub--/GLOOME/
Beta Builds: http://greyserv.net/marrub/gloome_beta_build.html

GLOOME:

GLOOME is a commercial-friendly GPL-compliant rebrand of the GZDoom 1.8.10 engine, which is based on the ZDoom engine, which in turn is based on id Software's Doom engine.
It's a little bit incestuous.

There's been a lot of discussion as of time of this writing about the viability of using Doom source ports to create full-fledged indie games. A lot of people have come out with some astounding projects; massive mapsets, complete gameplay overhauls, redone graphics, etc.
But every now and then, there's a project that's completely unlike Doom at all, to the point where people say it would be better as its own thing, rather than a "mod". And sometimes these discussions just kind of...end with the usual question marks.

Is it possible to do this? Can mods really become standalone games? Would it even be feasible to undertake all the work for a small community? What draws the line between an extremely in-depth "mod" and a fully standalone "game"? Wouldn't we still need to have a doom2.wad to run? If we still have ties to Doom, won't that cause legal issues? What would Carmack do?

This fork hopes to address these issues. All of the licensed code has been rewritten. All of the legally-questionable code (such as Ken Silverman's Build code) has been plucked out and replaced with either more legally-compliant code or outright rewritten. The engine itself is completely open-source and free for anyone to modify, adjust, distribute, or whatever as they please.
With this, we hopefully have an engine where someone can make a completely new not-Doom game with and distribute among other sites, like RPG Maker was to Yume Nikki or Cherry Tree High Comedy Club.

Someone completely unfamiliar with Doom, the Doom modding scene, or anything at all can just download a game, fire up the .exe, and play it without needing any know-how or "drag this .pk3 onto this .exe" or "load up multiple files" or "DON'T PUT IT IN YOUR SKINS FOLDER FOR THE LOVE OF GOD". If somebody wanted to make a full-fledged indie first-person-shooter, they can use this engine to create a slew of new maps, new enemies, new levels, new items, new weapons, and more, and then throw it up on Steam without worrying about Doom copyrights.

Spoiler: Credits


Project 67 / Nocturne in Yellow:

Image / Image

The demonstration projects for GLOOME to show off the engine's capabilities to the world and to show people unfamiliar with ZDoom what can be done with Decorate and ACS. They're small, not exactly on par with BTSX, Golden Souls, Putrefier, or even Zen Dynamics, but they'll suffice. We even have placeholder graphics and everything.
Project 67 is a straightforward science-fiction run-and-gun arcade action shooter, with an emphasis on killing robots, getting points, and using rad guns. It is being made by marrub, the head developer of the GLOOME engine, and nobody knows better how to showcase the features of the engine than he.
Nocturne in Yellow is an entry for the 2015 Indie Game Maker Contest, a challenge to make a complete game in a single month, and is a more slow-paced gothic adventure intended to be reminiscent of a first-person CastleVania than Doom. It is being made by TerminusEst13, some dork.

While both of these projects are early on in development, we will be keeping the topic up to date with progress and contributions.

Image Image
Image Image
Last edited by TerminusEst13 on Sun Jul 19, 2015 7:22 pm, edited 1 time in total.
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Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

Postby Ribo Zurai » Mon Jul 06, 2015 6:37 pm

Oh this definitely looks very interesting.
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Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

Postby Silentdarkness12 » Mon Jul 06, 2015 6:41 pm

Those last two screenshots. Before the second to last one, I thought you were gonna have Demonsteele go standalone or something. xD

This looks pretty neat-o, though. Just need someone with talent, skill AND know-how to pick this up, and it can shine : P
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Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

Postby RUNSABER » Mon Jul 06, 2015 6:44 pm

^That would actually be very cool. I see this engine combined with Pogostick's side-scrolling camera ACS and Demonsteele's playstyle to match those setups would be pretty addicting. Almost Hideously addicting.... ALMOST....
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Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

Postby fraggle » Mon Jul 06, 2015 6:53 pm

Great work, is there any reason that these changes can't be integrated back into ZDoom mainline?

It would be great to see ZDoom become Free Software at long last.
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Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

Postby Marrub » Mon Jul 06, 2015 6:59 pm

fraggle wrote:Great work, is there any reason that these changes can't be integrated back into ZDoom mainline?

It would be great to see ZDoom become Free Software at long last.

Well, for one, I completely axed the Software renderer.
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Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

Postby Silentdarkness12 » Mon Jul 06, 2015 7:06 pm

RUNSABER wrote: Hideously addicting.... ALMOST....


RUNSABER wrote: Hideously


RUNSABER wrote:Hideous


I see where you're getting at with this. : P
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Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

Postby Big C » Mon Jul 06, 2015 7:15 pm

Silentdarkness12 wrote:
RUNSABER wrote: Hideously addicting.... ALMOST....


RUNSABER wrote: Hideously


RUNSABER wrote:Hideous


I see where you're getting at with this. : P


HAIL AND WELL MET, BROTHERS.
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Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

Postby nax » Mon Jul 06, 2015 7:22 pm

hello i am nax.

i am wishing good work upon marrub and Terminus.
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Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

Postby Marrub » Mon Jul 06, 2015 7:26 pm

nax wrote:hello i am nax.

i am wishing good work upon marrub and Terminus.

Code: Select allExpand view
<TerminusEst13> we will succeed with your blessing
<TerminusEst13> thank you, based nax
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Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

Postby Matt » Mon Jul 06, 2015 8:41 pm

Man, if I ever had like a year to fuck around with code and art and shit to make a standalone HD-alike, this could come in super handy. :shock:
(though one of the ideas I've had in the back burner - procedurally generated monster anatomies - might not be doable in this)

That said, what's the difference between this and creating a new IWAD and telling someone to use GZDoom, besides being able to bundle everything together and not having to take that extra step?
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Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

Postby wildweasel » Mon Jul 06, 2015 8:48 pm

I'd assume the primary motivation here is to enable these games to be sold on platforms like itch.io or Steam, though that might be getting ahead of ourselves a bit.
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Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

Postby TerminusEst13 » Mon Jul 06, 2015 9:17 pm

Weasel is correct. In regards to development, there's little difference between this and the GZDoom engine--if anything, we're actually a little bit behind due to running off 1.8.10, though marrub's interested in backporting some new features.
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Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

Postby Snarboo » Mon Jul 06, 2015 9:35 pm

This looks pretty cool! Will this be keeping up with the latest versions of G/ZDoom, or are you looking to target a specific feature set instead?
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Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

Postby Jimmy » Mon Jul 06, 2015 9:35 pm

Whoa.

So, uh, given the licensing of this particular engine, would it therefore be plausible for, say, a *COUGH COUGH* certain other project with entirely custom-made assets to be made into something vaguely more distributable / saleable?
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