ZSDK Project
Posted: Wed Dec 05, 2018 4:23 pm
Felt like this was the appropriate time to announce this.
Since the addition of ipk3/iwad support in GZDoom, I've noticed there's a lack of tools aimed at from scratch mods, TC's, or standalone games, and I think that should be something that can be fixed. Goal is to provide, in a similar vein to freedoom, a minimal set of assets and tools for anyone to easily pick up and use if they want to make a completely original project for ZDoom, without the need of any id software title being in their possession.
ZSDK.ipk3
The goal here is, as mentioned being similar to freedoom, being a free base platform for base projects. The IPK3 will be MIT, and contain base classes, assets, textures, etcetera for anyone to build on, and contain clearly defined and outlined examples of stuff like menudef, player classes, basic weapons, near anything one would expect out of a "Doom Clone". Advanced users can also use it as a base so GZDoom doesn't scream about missing assets and is still playable without the developer needing to provide replacements early on.
Included with the .ipk3 will be Doom Builder configs, so Doom Builder can be used in tandem with it.
ZSDK IDE
This will come after ZSDK.ipk3 is ready, but the idea here is an extremely beginner friendly slade like editor, one where you can just click a bunch of check boxes and it will generate lumps for you. I'm not that great of a programmer, so it will be slow. End goal will be to have support for every lump possible and have full .pk3 packaging and deployment. This isn't meant to be a competitor to Slade, as I personally think the program works just fine, just more addressing how the wiki is difficult for even veterans to figure out.
Right now I'm tossing this idea out and seeing what everyone thinks, I have a repository here and am welcome to suggestions, but I'll try to not sit on my ass and work on the whole thing myself.
Since the addition of ipk3/iwad support in GZDoom, I've noticed there's a lack of tools aimed at from scratch mods, TC's, or standalone games, and I think that should be something that can be fixed. Goal is to provide, in a similar vein to freedoom, a minimal set of assets and tools for anyone to easily pick up and use if they want to make a completely original project for ZDoom, without the need of any id software title being in their possession.
ZSDK.ipk3
The goal here is, as mentioned being similar to freedoom, being a free base platform for base projects. The IPK3 will be MIT, and contain base classes, assets, textures, etcetera for anyone to build on, and contain clearly defined and outlined examples of stuff like menudef, player classes, basic weapons, near anything one would expect out of a "Doom Clone". Advanced users can also use it as a base so GZDoom doesn't scream about missing assets and is still playable without the developer needing to provide replacements early on.
Included with the .ipk3 will be Doom Builder configs, so Doom Builder can be used in tandem with it.
ZSDK IDE
This will come after ZSDK.ipk3 is ready, but the idea here is an extremely beginner friendly slade like editor, one where you can just click a bunch of check boxes and it will generate lumps for you. I'm not that great of a programmer, so it will be slow. End goal will be to have support for every lump possible and have full .pk3 packaging and deployment. This isn't meant to be a competitor to Slade, as I personally think the program works just fine, just more addressing how the wiki is difficult for even veterans to figure out.
Right now I'm tossing this idea out and seeing what everyone thinks, I have a repository here and am welcome to suggestions, but I'll try to not sit on my ass and work on the whole thing myself.