I Made A Quake Clone In 10 Days

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I Made A Quake Clone In 10 Days

Postby Nash » Sat Sep 04, 2021 2:39 am





Spoiler: "Download"






INTRO

I've always enjoyed watching those "I Made [Insert Game] Clone in [Insert Some Absurdly Short Time]" videos that are all over Youtube. Feeling inspired, I decided, "hey, I wanna make a Quake clone in 10 days!".

ELDERJAM

"ElderJam" is a working title I gave to the project (I needed to name it something, after all). It's a nod to HP Lovecraft. This game was mostly built solo, in 10 days. It was a fun challenge. Some resources and assets were borrowed during the creation process; see CREDITS.txt for full details.

FUTURE?

Will ElderJam become a full game? I don't know. I'm currently busy working on another actual game (Darkadia, a first person survival horror game running on the GZDoom engine). After Darkadia ships - and if there's enough demand for it - I'd definitely be open to the idea of making ElderJam an actual, complete game.

SUPPORT ME!

If you enjoy ElderJam, and want to further support my game development activities, consider subscribing to my Patreon!

Also consider pay-what-you-want on the ElderJam OST Bandcamp, or just help spread the word about my creations! Thanks! <3

LINKS

Itch.io (DOWNLOAD!): https://nashmuhandes.itch.io/elderjam
Patreon: https://patreon.com/NashMuhandes
Paypal: https://paypal.me/NashMuhandes
ElderJam OST BandCamp: https://nashmuhandes.bandcamp.com/album/elderjam
E-mail: nashmuhandes.gamedev@gmail.com.
Twitter: https://twitter.com/NashMuhandes
Youtube: https://youtube.com/NashMuhandes
Facebook: https://youtube.com/NashMuhandes
Twitch: https://twitch.tv/NashMuhandes

Wanna chat about my mods? Join my studio's Discord server, Mischief Donut!
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I spend an uncountable amount of hours making mods. Consider supporting me on Patreon for cool benefits!
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Last edited by Nash on Sat Oct 09, 2021 7:32 am, edited 8 times in total.
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Re: I Made A Quake Clone In 10 Days

Postby Carrotear » Sat Sep 04, 2021 5:29 am

Digging the Civvie vibe from the video.
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Re: I Made A Quake Clone In 10 Days

Postby Redneckerz » Sat Sep 04, 2021 5:51 am

You can put that on Steam and it would be a good entry, i feel. Great job, Nash. What a talent.
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Re: I Made A Quake Clone In 10 Days

Postby Captain Ventris » Sat Sep 04, 2021 6:47 am

This is awesome! I’ll have to try it out ASAP. Great job, Nash.
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Re: I Made A Quake Clone In 10 Days

Postby JohnnyTheWolf » Sat Sep 04, 2021 9:46 am

Neat! By far, my favourite aspect of the project is the soundtrack. Did you compose all of them in the 10-day period? And this is your first album ever? :woh:

I might use them for a personal soundtrack replacement for Xim's GZDoom 3. Or heck, maybe for the new episodes made for Quake: Enhanced? It does bother me how MachineGames could not even be bothered to give the latters an original soundtrack.

Anyway, in addition to your game projects, you should definitely consider composing more tracks in the future! :thumb:
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Re: I Made A Quake Clone In 10 Days

Postby Nash » Sat Sep 04, 2021 9:57 am

JohnnyTheWolf wrote:Neat! By far, my favourite aspect of the project is the soundtrack. Did you compose all of them in the 10-day period? And this is your first album ever?


All 5 songs were composed and produced in 12 hours (less than a day), in fact. :D I remember starting at around 6PM and finishing off the last song by 6 the next morning. Well, yes and no, it's not really my first album - I was playing in several local bands and also was a music producer between 2005 - 2020, but as far as "game soundtrack" albums, I guess you could say yeah, this is my first album. Glad you like it. :)

Feel free to use the music in your mods or personal projects, as long as you aren't making money off them.

Redneckerz wrote:You can put that on Steam and it would be a good entry, i feel. Great job, Nash. What a talent.


Appreciate the kind gesture but this is WAY too rough to be on Steam. :P Maybe if it had another 6 months of development and I hired a professional mapper, PERHAPS it could pass off as a rushed Early Access?! LOL.

At any rate, I don't have any immediate plans to make ElderJam into a serious project. It was a 10-day challenge, I nailed it, but now I need to move on to other projects...
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Re: I Made A Quake Clone In 10 Days

Postby cubebert » Sat Sep 04, 2021 10:03 am

I've played though the demo and I'm genuinely impressed by what I've saw. You did all that in ten days? :shock:

I did notice two small bugs, mainly that you are given double ammo for weapons and blood drops on floors don't move with lifts and elevators, but otherwise, it's very polished. If I could make a small request, could there be a Doom builder configuration for Elderjam, or at least some documentation on how to make maps for it? It's small size and simplicity could be a great introduction for a beginner to create maps with the GZDoom engine.
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Re: I Made A Quake Clone In 10 Days

Postby Gez » Sat Sep 04, 2021 10:08 am

Yum!

Image


Nash wrote:Appreciate the kind gesture but this is WAY too rough to be on Steam. :P Maybe if it had another 6 months of development and I hired a professional mapper, PERHAPS it could pass off as a rushed Early Access?! LOL.


Wouldn't the fact that the monster models are based off Quake models (even if simplified and then remodeled differently) be a potential liability for commercial use?
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Re: I Made A Quake Clone In 10 Days

Postby Nash » Sat Sep 04, 2021 10:31 am

cubebert wrote:I've played though the demo and I'm genuinely impressed by what I've saw. You did all that in ten days? :shock:

I did notice two small bugs, mainly that you are given double ammo for weapons and blood drops on floors don't move with lifts and elevators, but otherwise, it's very polished. If I could make a small request, could there be a Doom builder configuration for Elderjam, or at least some documentation on how to make maps for it? It's small size and simplicity could be a great introduction for a beginner to create maps with the GZDoom engine.


Thanks! I've added those to "fix whenever you feel like it", for whenever I actually return to this...

Sure, I can put up a mapper SDK or something soon.

Gez wrote:Yum!


Nash wrote:Appreciate the kind gesture but this is WAY too rough to be on Steam. :P Maybe if it had another 6 months of development and I hired a professional mapper, PERHAPS it could pass off as a rushed Early Access?! LOL.


Wouldn't the fact that the monster models are based off Quake models (even if simplified and then remodeled differently) be a potential liability for commercial use?


LOL @ the elderberry jam. :P

And yes, you are correct. If this were to be an actual game, the monster and player models would have to be redone completely. I can't promise they'll end up looking TOO different, unless I do major redesigns to them, because after all, a few pointy low poly models can only look so different...
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Re: I Made A Quake Clone In 10 Days

Postby JohnnyTheWolf » Sat Sep 04, 2021 12:55 pm

Nash wrote:All 5 songs were composed and produced in 12 hours (less than a day), in fact. :D I remember starting at around 6PM and finishing off the last song by 6 the next morning. Well, yes and no, it's not really my first album - I was playing in several local bands and also was a music producer between 2005 - 2020, but as far as "game soundtrack" albums, I guess you could say yeah, this is my first album. Glad you like it. :)


Yes, that is what I meant. I had the sneaking suspicion that you must have had some musical background, but since you had no other listed album on Bandcamp, I correctly assumed that it was your first foray into the video game music genre. I also hope it will not be the last! :thumb:
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Re: I Made A Quake Clone In 10 Days

Postby Void Warrior » Sat Sep 04, 2021 1:32 pm

A cool Quake clone, but it's a pity that it's short. And I just started to immerse myself in the gameplay! It would be a good competitor to Dusk, as for me.
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Re: I Made A Quake Clone In 10 Days

Postby NightFright » Sat Sep 04, 2021 6:16 pm

I can imagine funding this. Get a few experienced mappers on board, and with a few enhancements and polishing this thing could actually fly. Might rather take 10 months instead of days, though.
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Re: I Made A Quake Clone In 10 Days

Postby m8f » Sat Sep 04, 2021 8:46 pm

Having problems with running ElderJam on Linux. The package from itch.io for Linux doesn't contain libzmusic.so.1.

Second, ElderJam executable is linked to newer versions of libraries that Debian 10 has. This may be my own problem, I just have to upgrade.
If I provide library path to where I have libzmusic.so.1, other libraries cannot be found:
Code: Select allExpand view
.-(~/Games/doom/iwads/elderjam)
`--> LD_LIBRARY_PATH=$LD_LIBRARY_PATH:/opt/gzdoom ./ElderJam
./ElderJam: /lib/x86_64-linux-gnu/libm.so.6: version `GLIBC_2.29' not found (required by ./ElderJam)
./ElderJam: /lib/x86_64-linux-gnu/libstdc++.so.6: version `GLIBCXX_3.4.26' not found (required by ./ElderJam)


Third, the most important issue, is that cvars disablecrashlog, gl_control_tear, in_mouse, joy_dinput, joy_ps2raw, joy_xinput, k_allowfullscreentoggle, k_mergekeys, m_swapbuttons, queryiwad_key, vid_gpuswitch, vr_enable_quadbuffered are Windows-only. Having them in ElderJam.ipk3/defcvars.txt causes errors on Linux. This is also a GZDoom problem. Created a feature suggestion.

Finally, ElderJam launched fine on system GZDoom 4.6.1 after I removed those cvars from defcvars.
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Re: I Made A Quake Clone In 10 Days

Postby Nash » Sat Sep 04, 2021 9:55 pm

Sorry for the problems, m8f. I am not a Linux user, and the Linux package was provided to me as a favor from someone else - there was no way for me to test it...

In the mean time, you can just run the ElderJam.ipk3 with your regular GZDoom installation. :)

I really should look into fixing those and building proper Linux packages for people outside the community, though... so thanks for reporting!

EDIT: at least for the missing packages, this might help:

Image

So there's just the issue with the platform-specific CVars defined inside DEFCVARS to tackle...
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Re: I Made A Quake Clone In 10 Days

Postby Chris » Sun Sep 05, 2021 5:36 am

m8f wrote:Second, ElderJam executable is linked to newer versions of libraries that Debian 10 has. This may be my own problem, I just have to upgrade.

Debian 11 was released a few weeks ago, which will have newer versions of various libraries: https://www.debian.org/News/2021/20210814
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