I Made A Quake Clone In 10 Days

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Nash
 
 
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Re: I Made A Quake Clone In 10 Days

Post by Nash »

Hi, just wanted to drop a quick note because I've got some inquiries about it.

Despite it being a 10-day game jam and me putting it out here, saying "there are no immediate plans to develop this more fully at this time", this does NOT mean that ElderJam's resources and code are free for the taking.

Please, don't just take ElderJam, reskin it and re-release it as your own project, or use it as a base for your own project or whatever. Feel free to learn from it, but I have NOT granted permission for people to just start taking it apart. I have already stated that there is a possibility that I will expand on this project, turning it into a more proper project in future, after my current project (Darkadia) is complete, and I wouldn't appreciate it if someone else just ran off with the files to make their own game from.

tl;dr you may not use ElderJam to base your own games off of. Please respect my wishes.

When all is said and done, I will be granting more permissive usage - I have a history of releasing all kinds of stuff for the community to use, so you know I have intentions to give back to the community, when the time is right.

Meanwhile, if anyone sees ElderJam being used by other projects, I'd appreciate it if those were reported, either to me, or any of the admins. Thank you!
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MartinHowe
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Re: I Made A Quake Clone In 10 Days

Post by MartinHowe »

I am using Linux Mint 20.2 and once I removed the Windows CVARs, it plays fine. It's been years since I played Quake and got killed fairly quickly. However, this is impressive and so is the music :thumb:
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Re: I Made A Quake Clone In 10 Days

Post by ramon.dexter »

As a Monty Pyhton fan, the name of theis project brings memory for famouse Holy Grail: "You mother was a hamster and your father smelled of elderberries!" :)
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Captain J
 
 
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Re: I Made A Quake Clone In 10 Days

Post by Captain J »

Tried it, beat the whole levels and unholy dark mother of Cthulhu, this game is really promising and super accurate to the original counterpart Quake! I do see somethings to point out but overall this is perfect. I'll explain some stuff as i can.
Spoiler:
That is all. I know my feedback are probably redundant but i just want to say that i like this game already. Good work!
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Nash
 
 
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Re: I Made A Quake Clone In 10 Days

Post by Nash »

Appreciate all the feedback, Captain J and of course I agree with all of it. :) Those are things that I heavily need to improve upon if I ever make this into a real game. :D Thanks for playing!
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Re: I Made A Quake Clone In 10 Days

Post by Enjay »

Can't believe I haven't commented here yet.

I really like this - I think it absolutely hit the spot for what it was trying to achieve and it really has potential for expanding into a full game. I've read all the comments and I agree with the majority of them - especially those praising and saying that the game is fun.

I found it a bit dark and pretty tough but, overall, it really has a Quake-like feeling. It is, understandably, a bit lacking in polish in places (though nothing bad, just not "finished") and it feels like a beta release or sneak preview of a game that someone leaked from the studio. So, given the very short development time, that's actually quite an achievement in itself and feels more than about right.

Good job Nash.
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Re: I Made A Quake Clone In 10 Days

Post by wildweasel »

Pretty solid work, the guns I've found so far have been satisfying to use (though enemies feel somewhat spongey).
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Nash
 
 
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Re: I Made A Quake Clone In 10 Days

Post by Nash »






Lightmaps in GZDoom? More likely than you think. ;)
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Captain J
 
 
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Re: I Made A Quake Clone In 10 Days

Post by Captain J »

Lightmaps? Yes, it runs on GZDoom!
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Enjay
 
 
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Re: I Made A Quake Clone In 10 Days

Post by Enjay »

Stunning Nash. I could easily think that was Quake on first glance.
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Redneckerz
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Re: I Made A Quake Clone In 10 Days

Post by Redneckerz »

Nash wrote: Lightmaps in GZDoom? More likely than you think. ;)
Is that why you had an update on ZDRay on your GitHub repository? ;)

Looks stunning, by the way. On a quick glance you could say it was Quake.
Enjay wrote:Stunning Nash. I could easily think that was Quake on first glance.
Watch it actually being Quake and its a Halloween joke, haha. But its not ofcourse.
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22alpha22
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Re: I Made A Quake Clone In 10 Days

Post by 22alpha22 »

Probably a silly question but why did you need to convert and simplify the models for them to run in GZDoom, surely Quake I models are simpler than Quake II and III models which work in GZDoom without any modifications necessary. I'm sure there must be something I'm overlooking.

As others have said, this looks very authentic to Quake, nicely done.
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Re: I Made A Quake Clone In 10 Days

Post by Gez »

22alpha22 wrote:Probably a silly question but why did you need to convert and simplify the models for them to run in GZDoom, surely Quake I models are simpler than Quake II and III models which work in GZDoom without any modifications necessary. I'm sure there must be something I'm overlooking.
It's not for an engine-related reason, it's because the models were just used as a shortcut instead of creating new models and animations from scratch. It's not the details of the existing models that were of interest, the aim wasn't to just use the Quake models directly.
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Nash
 
 
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Re: I Made A Quake Clone In 10 Days

Post by Nash »

It's the 3D model equivalent of taking an existing sprite that you like, and then modifying it to look like how you want it to. It saves time because you don't have to work from scratch.

So anyway, not sure I made it obvious or not but - I plan to put out an update demo. I tried to address most of the initial feedback and suggestions. And also I'd like to show off the new lightmap feature. :P
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Nash
 
 
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Re: I Made A Quake Clone In 10 Days

Post by Nash »






Playing around with lightmap colors, custom sun color and direction, and bounce lighting (mostly evident from the outdoor shot - without bounce lighting, the shadows would be very dark and solid)

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