José Pereira Posted December 28, 2010 Share Posted December 28, 2010 Now that the idea that NRV is using these images because they are readily available for conversion and inspiration, not that he's necessarily going for a conversion of Wolfy is starting to sink in, I wonder what themes does he have in mind? More of a fantasy, a game similar to wolf technically, but in a different setting? His engine can obviously do outside areas, so maybe several smaller buildings? Small towns? ... Fountains, C= symmbols on the Walls instead of Nazi symbols... A FarmVille (we could Plant something instead of shoot/killing others and more Nature ) José Pereira. Quote Link to comment Share on other sites More sharing options...
NRV Posted December 28, 2010 Author Share Posted December 28, 2010 A FarmVille (we could Plant something instead of shoot/killing others and more Nature ) I like that one! Well, this engine is not that good for open spaces, the raycast cost starts being too high. Also with this resolution you don't see much detail if you are far away from a wall, so the "wolf3d" or dungeon/fantasy settings are the best suited right now (maybe robots or more "abstract" enemies.. the classic space station..). From a gameplay point of view I like having enemies, weapons and items to get, but I also like the idea of puzzles and other type of "special items".. (a "portal" like game?, magic?, switches and traps?, mazes that change shape while you are watching?.. I almost did that). But is just too soon to decide. Maybe with a more advanced engine, in the future, "someone" other than me could start making another type of game Regards. 2 Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted December 28, 2010 Share Posted December 28, 2010 I would go for Action RPG... would be easy. as my engine is separate from the gfx. so actually my code can generate around >16384 random weapon/armor and the Diablo adapted formulars are implemented for battle. So these can be added really easy. how much RAM is left for code and enemie gfx? Quote Link to comment Share on other sites More sharing options...
José Pereira Posted December 28, 2010 Share Posted December 28, 2010 Hi, me again... and no joking this time! This was done with Wolfenstein in Mind (and the already done Scrolling Intro, Walls, Doors,...) I think NRV simply can get other Walls of the other Levels... Probably add a Weapon on the bottom and an Enemy as PMs. and we would have a Wolfenstein. Aren't we turning things a little bit harder, probably... If he suceed with an Wolfenstein clone, then maybe others (or him) change the Gfxs. to other Games... Isn't better this way? (NRV finish this first, but then think in that Image Up/Down push/Scroll and we could get an A8 LaraCroft ) Greets. José Pereira. Quote Link to comment Share on other sites More sharing options...
Jacques Posted December 28, 2010 Share Posted December 28, 2010 I'd also vote for Wolfenstein conversion or Wolfenstein-like game.. If there's any room for voting Quote Link to comment Share on other sites More sharing options...
w1k Posted December 28, 2010 Share Posted December 28, 2010 wolf3d ! Quote Link to comment Share on other sites More sharing options...
NRV Posted December 28, 2010 Author Share Posted December 28, 2010 how much RAM is left for code and enemie gfx? Right now, just 10K.. but there are ways to free some memory. I'd also vote for Wolfenstein conversion or Wolfenstein-like game.. If there's any room for voting Nop, but maybe you can influence the programmer if you try long enough . 2 Quote Link to comment Share on other sites More sharing options...
miker Posted December 28, 2010 Share Posted December 28, 2010 (edited) I vote for the best result which can be achieved. Why setting limits such as Wolf3D? Edited December 28, 2010 by miker 1 Quote Link to comment Share on other sites More sharing options...
Jacques Posted December 29, 2010 Share Posted December 29, 2010 (edited) It's not about setting the limit to Wolf3D, but please... Let's have a proper shooter, not RPG or sth For this there's already "His Dark Majesty" Edited December 29, 2010 by Jacques Quote Link to comment Share on other sites More sharing options...
Rybags Posted December 29, 2010 Share Posted December 29, 2010 I reckon a multiplayer game via SIO or parallel link would be cool. It could also become the first 8-bit game ever where you could teabag an opponent after killing him. 1 Quote Link to comment Share on other sites More sharing options...
emkay Posted December 29, 2010 Share Posted December 29, 2010 Yeah, and please forget to use PMs for the "enemies". It may look very crappy, to have some 3 colour elements over the 256 colour screen It could be neat to have some "details" due to the higher resolution. Even better was some text over the 3D screen for some informations. The enemies should be build the same way as the walls, so they fit to the graphics at all. And, if someone may decide to use gr. 9 (fullscreen) with missile overlay (not APAC ) ... we could have some "Portal" game.... and have some "nightvision and/or infrared" glasses visuable.... Using the A8 to it's real limits. Imagine an invisible enemy, you only see when using infrared (gr.11) .... It could all be built using this engine. Quote Link to comment Share on other sites More sharing options...
emkay Posted December 29, 2010 Share Posted December 29, 2010 how much RAM is left for code and enemie gfx? Right now, just 10K.. but there are ways to free some memory. I'd also vote for Wolfenstein conversion or Wolfenstein-like game.. If there's any room for voting Nop, but maybe you can influence the programmer if you try long enough . A Wolfenstein game, showing always only one enemy, would be even more than the whole world may expect The real experience then, would be to create the needed FX via POKEY programming Quote Link to comment Share on other sites More sharing options...
patarik Posted December 29, 2010 Share Posted December 29, 2010 (edited) And what about something like HEXEN? Edited December 29, 2010 by patarik Quote Link to comment Share on other sites More sharing options...
ThomSW Posted December 29, 2010 Share Posted December 29, 2010 @patarik: you can always start some rival project. I think the competition is the way to go! Quote Link to comment Share on other sites More sharing options...
emkay Posted December 30, 2010 Share Posted December 30, 2010 An idea to save memory: How about a game where the enemies were just built upon embossed graphics (in gr. 9). You know, they wear invisible making equipment Still, to see their shapes, switching to gr. 11 and using the colours for an infrared screen.... Because, the walls are cold, there is no real need to animate/move walls", many objects could be built by one colour and everything makes sense to the player... Only when they die, you see the invisibility disappear and a short animation. A mixture of "Doom 3" and "Alien vs. Predator" could be possible. The only missing link was a fast/playable wall rendering engine, which is available now. Quote Link to comment Share on other sites More sharing options...
RAM Posted December 30, 2010 Share Posted December 30, 2010 This is the most remarkable thing I think I've ever seen the Atari do. NRV, you are a genius, and probably a loony too! Quote Link to comment Share on other sites More sharing options...
JIMPACK Posted December 30, 2010 Share Posted December 30, 2010 just need to unite the greats minds and develop a cartridge coprocessor with Multicolor 3D engine, which is connected to a section of memory reserved exclusively for the screen. Then A8 just calculate the points and the cartridge is responsible for drawing and storing textures. Without weld a VBXE to the motherboard, is a cartridge with the engine and the games are loaded from floppy. Of course a friendly software to develop games on a computer(GNU linux & win). (just a dream) It sold as many cartridges in the world A8! Quote Link to comment Share on other sites More sharing options...
ZylonBane Posted December 31, 2010 Share Posted December 31, 2010 Nop, but maybe you can influence the programmer if you try long enough . I also believe making a real Wolfenstein 3D port would be the best course of action. Here are my reasons: Name recognition. "8-bit Atari Gets Wolf3D Port" would be news on most gaming sites on the planet. "8-bit Atari Gets Game with Impressive Raycast Engine"... would not. Game design is, in its own way, even harder than engine design. The demo scene is littered with impressive engines that never turned into anything playable. By porting Wolf3D, you can take advantage of an already-existing, much-loved, proven game design. Creating professional-quality graphics is another thing that kills a lot of independent game projects. By porting Wolf3D, you basically have all the game graphics already created for you. When rendering graphics at low resolution, it's very important that the graphics be easily recognizable. Porting Wolf3D grants you a huge advantage here, because most people playing it will have already played other versions, thus making it much easier for them to "see" what the textures are supposed to represent. It would be a shame to waste the amazing POKEY versions of the Wolf3D MIDI tunes. The guys at id would probably love it. Remember, they did the Jaguar port of Wolf3D. If you still want to do an original game using this engine, doing Wolf3D first would allow you to concentrate on refining the engine, figuring out its capabilities and limitations, etc. Then for your original game you'd be free to concentrate on game design. That being said, I'd kill to see a version of this running with some AvP wall textures. 2 Quote Link to comment Share on other sites More sharing options...
Jacques Posted January 1, 2011 Share Posted January 1, 2011 (edited) I couldn't agree more, ZylonBane To have Wolf3D first apart from "sth better" would be just great Edited January 1, 2011 by Jacques Quote Link to comment Share on other sites More sharing options...
+Philsan Posted January 2, 2011 Share Posted January 2, 2011 It's up to the programmer to decide but I completely agree with ZylonBane. Quote Link to comment Share on other sites More sharing options...
NRV Posted January 2, 2011 Author Share Posted January 2, 2011 They are all good points.. nothing to say about that. Probably the first "game" version will use the assets that are already there (graphics and music), but I still don't know how many enemies (or objects) can I have on screen at the same time (infinite, I know, but I'm talking about playability ). Also I'm not interested in replicating the same map layouts (there are a lot by the way), so it will never be a "real" port anyway. As a Wolf3d fanatic myself I'm more interested in having something "new" to play, and I like designing maps and secrets. Also I could have some random elements in the maps, for re-playability. Well, there are a lot of versions, variations and expansions (fan made) of the original Wolf3d and its engine, this could be something like that. 1 Quote Link to comment Share on other sites More sharing options...
Creature XL Posted January 3, 2011 Share Posted January 3, 2011 They are all good points.. nothing to say about that. Probably the first "game" version will use the assets that are already there (graphics and music), but I still don't know how many enemies (or objects) can I have on screen at the same time (infinite, I know, but I'm talking about playability ). Also I'm not interested in replicating the same map layouts (there are a lot by the way), so it will never be a "real" port anyway. As a Wolf3d fanatic myself I'm more interested in having something "new" to play, and I like designing maps and secrets. Also I could have some random elements in the maps, for re-playability. Well, there are a lot of versions, variations and expansions (fan made) of the original Wolf3d and its engine, this could be something like that. A possible solution would be to recreate the first level of Wolf3D. that would be enough for the "Wolf3D-port for A8 effect". After reaching the lift, it can take the player to any location YOU like to design/create. Further, if your engine can handle maps, the smallest problem would be to find people on AA to recreate the original Wolf maps. I can fell your lust for "your own game". I have a nice game in my mind which I want to design (BTW, it will have random levels as well), but I am still stuck with coding the engine. But all the time these thoughts of things I want to have in that game... Quote Link to comment Share on other sites More sharing options...
ZylonBane Posted January 3, 2011 Share Posted January 3, 2011 Further, if your engine can handle maps... What? Quote Link to comment Share on other sites More sharing options...
RAM Posted January 3, 2011 Share Posted January 3, 2011 This may be a dumb question (my speciality), but if the graphic mode was changed to the 9 colour GTIA one, and each line was doubled in the display list, would the engine go any faster, without the extra colour processing? Quote Link to comment Share on other sites More sharing options...
ZylonBane Posted January 3, 2011 Share Posted January 3, 2011 It would certainly look much worse. Quote Link to comment Share on other sites More sharing options...
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