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- A faithful throwback to the first person dungeon crawlers of the 90's!
- Fullscreen pixelated goodness! 320x200 graphics, independant of your video settings!
- Tile-based movement, just like in Eye of the Beholder!
- Very heavily WIP!
Well, the bottom portion, below the viewport, will probably be the message window and a compass. The side bar will show the character portraits, as well as the navigational buttons (moving and turning)... but I haven't gotten around to actually designing the stuff yet...
Then I think something is wrong on my system. Because for me, the FOV is smaller in the OpenGL renderer (I can't see the passage that leads to the right in the start position, for example).
I wonder if I should scrap the whole 320x200 nostalgic crap and just make it a normal fullscreen game. If I go that route, I can basically get rid of that 90's style HUD... but problem is, the level design will look even more bland because you actually get a crisp view of the blocky level. Part of the pixelated charm was you can't really make out much of the detail...
(If I get rid of the 320x200 look, the game's HUD will then be similar to Legend of Grimrock's, for that modern streamlined look. I would also probably shift the project to GZDoom to make use of dynamic lights to mask the otherwise blocky map design)
Is the movement pattern depending on map sectors? If not I would be for making core engine for square based movement and actions and specific HUD as an add-on.
This is very cool, very reminiscent of the old games in this style. I like it. Personally, I like the 90s style HUD but I wouldn't cry too much if it was dropped. I'd really appreciated it if you built in support for inverted mouse users though. The vertical mouse pointer movement was inverted for me and it drove me crazy even though I didn't really need to use the mouse in the demo.
Nash wrote:I would also probably shift the project to GZDoom to make use of dynamic lights to mask the otherwise blocky map design)
I like this idea. The small viewing area was my least favorite feature of this kind of game, and I think dynamic lights would give this project a unique look (compared to older dungeon crawlers). And players could still use a lower resolution if they wanted to.