Showing posts with label engine. Show all posts
Showing posts with label engine. Show all posts

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.

Friday, December 31, 2010

Current Monster made and in the works.

Currently I'm not sure what the total count for monsters will be, I have a certain set planned from the original but there are still two addition groups.

So to start let me break down the different groups of units you will encounter.

1) Red Units - Belong to the Scarlet Queen
2) Green Units - Belong to the Baron
3) Yellow Units - Belong to the Shadow
4) Blue Units - Belong to the Mage*

*also includes neutral townfolk who have been cursed.  The player is also blue do to being cursed by the mage.

Currently in the works are:

Henchman - Red Unit - Complete














Bowman - Red Unit - Modeled




Formless - Red Unit - Needs coding
















Guardian - Red Unit, Mini Boss - Complete














Shademer - Yellow Unit - Complete















There are 3 enemy units, two mini-boss and a boss planned for the green.

3 units and one 1 boss planned so far for yellow, but more will be added.

Nothing designed for the blue units beside the player and neutral town unit.

Enemy units are not all allies and tend to attack one another. Killing a neutral unit, though, is a bad thing.

This newest video shows some of the new destroyable objects and some increase gib splattering of the enemies.

However I've made a few changes since this video and certain textures and gib spawning have been altered. Waterfall effects may be changed too.


More details on enemies upcoming...