Thursday, March 10, 2011

Lets start over, new engine.

This is a sample video of a new version of the first map I've started for the Evaldraw engine.  After some playing around I've decided to make the switch do to a number of factors.  One of them is no limits on sectors, walls or sprites, something that posed a threat to some of my levels in the Eduke32 version.

That and the engine supports radial and spot lights, better voxel model rendering, and shadows.

The only thing I need to do is recreate the AI handling system, or at make something similar.  I'll still be using CON scripts from the Eduke32 as reference to develope the system and the monster's behavior.  Hopefully I can still retain Deeperthoughts assistance despite me no longer needing CON coding to work on the project.  Testing AI in eduke32 and attempting to match it in Evaldraw is going to be a challange.

Also maps are being redone for two reasons. 

1) Lighting effects negate all the shading methods I performed in the first several maps.  Shading will now be dependant on actual lighting.

2) True room's over rooms, meaning a lot of things I couldn't do I now can.  Meaning my vision of the maps has changed.

1 comment:

  1. The lights look cool, aaand it doesn't just look like a Duke Nukem 3d TC anymore :)

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