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FP game

 
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Should I make this demo?
Yes
75%
 75%  [ 3 ]
No
25%
 25%  [ 1 ]
Total Votes : 4

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Greenwado
Well, it's just me, what did you expect?




Joined: 09 Aug 2010
Posts: 70
Location: Okacha (OK-A-CHA)

PostPosted: Wed Aug 18, 2010 5:05 pm    Post subject: FP game Reply with quote

ok so I am thinking of making a small demo of an Idea for a First Person style game someone could make. Its complicated to do walking around but I'd be willing to do this if I get Positive feedback.
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FyreWulff
Still Jaded




Joined: 02 Apr 2005
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PostPosted: Thu Aug 19, 2010 6:07 am    Post subject: Reply with quote

I tried this way back in the day by simply making the entire game a hallway shooter, with each 'frame' of walking down the hallway an entire tileset that I moved between maps to animate it and get NPC interactivity.

Beyond that you're going to run into trouble if you want turning and so on, and would need to use 3D math/drawing which would be a gigantic kludge with the scripting engine at this point.

A first person Shadowgate (I think that's the name of the game?) style game would definitely be doable and I think some people could get use out of a demo that shows people how to get one up and running.
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Bob the Hamster
OHRRPGCE Developer




Joined: 22 Feb 2003
Posts: 2526
Location: Hamster Republic (Southern California Enclave)

PostPosted: Thu Aug 19, 2010 8:20 am    Post subject: Reply with quote

Have you ever tried Sauerbraten? It is an open-source FPS engine with a cool built-in level editor.

Oh, and I would love to see someone do another Shadowgate-style game like Missing. I think the slice collection feature would be a huge benefit to anyone attempting to make that style of game. (I would be tempted to try it myself if I didn't already have too many irons in the fire)
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Rimudora
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Joined: 26 May 2005
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PostPosted: Thu Aug 19, 2010 5:14 pm    Post subject: Reply with quote

I'm going to link this FP engine someone made with the OHR a few years ago.

http://www.castleparadox.com/gamelist-display.php?game=633
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
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Location: Matakana

PostPosted: Fri Aug 20, 2010 5:51 am    Post subject: Reply with quote

I would how much easier the modern convenience of slices makes a FP maze game. Probably not that much.

Incidentally, after the new script interpreter is complete I will probably port Wolfenstein 3D to the OHR. :)
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Bob the Hamster
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Joined: 22 Feb 2003
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Location: Hamster Republic (Southern California Enclave)

PostPosted: Fri Aug 20, 2010 8:32 am    Post subject: Reply with quote

Rimudora wrote:
I'm going to link this FP engine someone made with the OHR a few years ago.

http://www.castleparadox.com/gamelist-display.php?game=633


How did I miss that this existed! Although it is simple, it is really cool.

The Mad Cacti wrote:
I would how much easier the modern convenience of slices makes a FP maze game. Probably not that much.

Incidentally, after the new script interpreter is complete I will probably port Wolfenstein 3D to the OHR. :)


That would be incredibly awesome :)

I have some Bob the Hamster portrait-life-meter artwork that I drew for a DOOM2 mod once, if it helps :)
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JSH357




Joined: 02 Feb 2003
Posts: 1705

PostPosted: Fri Aug 20, 2010 9:49 am    Post subject: Reply with quote

I can't see slices making first-person that much less complicated. It would definitely help with the UI (Health Meters, Ammo Indicators and such) though.
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Moogle1
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Joined: 15 Jul 2004
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Location: Seattle, WA

PostPosted: Fri Aug 20, 2010 11:55 am    Post subject: Reply with quote

JSH357 wrote:
I can't see slices making first-person that much less complicated. It would definitely help with the UI (Health Meters, Ammo Indicators and such) though.


Depending on how you're implementing it in the first place, it could make it a lot easier.

Take a look at Rimudora's screenshot. See the back wall, the left corridor, etc? Those are all distinct map pieces; displaying them all as slices helps alleviate a lot of the layering issues that you'd have with maptiles. (I guess since you can now have infinite map layers, you could handle it that way, though.)

Not to mention that it becomes easier to display other dungeon features with slices (pits, monsters, and so on).
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
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PostPosted: Fri Aug 20, 2010 11:03 pm    Post subject: Reply with quote

James Paige wrote:
That would be incredibly awesome :)

I have some Bob the Hamster portrait-life-meter artwork that I drew for a DOOM2 mod once, if it helps :)


A Hamster Republic themed total conversion? Plips, portraits of Broaste and his cactus, sunseeds and carrots... but I'm not sure there's anything to replace the guns with.

Moogle1 wrote:
(I guess since you can now have infinite map layers, you could handle it that way, though.)


Actually, there's a limit of 8. It's a fairly arbitrary limit (a couple reasons for this, such as having to reserve space in the fixed size MAP lump to store tilesets numbers) but could be raised easily enough. All requests for more map layers that I've heard so far are really requests for bigger tilesets.
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