XI Cast (Zy-cast) is a first-person raycast engine like Wolfenstein 3D (But closer to Pathways into Darkness).
The engine will be modelled around Bungie's Pathways into Darkness, with an RPG-like interface with a large, expansive inventory, grow-by-experience weapon management and stat management, and the use of real-time as a gameplay element.
The engine with the editor is targeted at people new to the game development world that don't have the skill to use 3D applications yet and need that stepping stone to help them on their way, it is also targeted at game writers who want to use their skill to produce solid game stories in the style of the original Bungie shooters.
http://www.youtube.com/watch?v=5Yf018QOtYw
Distance Lighting
Far-distances are rendered darker, but this can be effected by items the player may wield such as torches and infra-red goggles.
Scalable Rendering Resolutions - Currently removed for future scripting additions
Resolution of 1:5
- This can be used to easily create a "blur" effect in-game that can be utilised at any moment.
Editors
What's the point in an engine that no-one can edit? The data formats (Simply accessible archive files) can be editted with no tool, however it will be much easier if tools were available!
Scene editor - With 'thing' placements, including props, monsters, items and teleports. Built in grid editor and terminal placer.
Shape editor - For sprites, windows and texture importing, assigning, sequencing and manifest generating.
Physics editor - For movement speeds, knock-backs, enemy data, weapon information, item info, etc.
Sound editor - For compiling sounds and creating a sound manifest, accessible by the scene editor.
Terminal notepad - For creating "Marathon" like terminals with graphics and text with effects.
Scene Scripts
Each scene will have the ability to handle scripting that manipulates auto-movement, variables and switches, messages, item rewarding, money, and much, much more.
Scene scripts are written as text files that are compiled with the map data to be executed at certain points in game, at the start, at the end, when a tile is hit, when an enemy is dead, etc.
Contact me anyway you can if you want to be involved in production of either the engine or the pilot game, that you can read about here: viewtopic.php?f=23&t=71237
The engine will be modelled around Bungie's Pathways into Darkness, with an RPG-like interface with a large, expansive inventory, grow-by-experience weapon management and stat management, and the use of real-time as a gameplay element.
The engine with the editor is targeted at people new to the game development world that don't have the skill to use 3D applications yet and need that stepping stone to help them on their way, it is also targeted at game writers who want to use their skill to produce solid game stories in the style of the original Bungie shooters.
http://www.youtube.com/watch?v=5Yf018QOtYw
Distance Lighting
Far-distances are rendered darker, but this can be effected by items the player may wield such as torches and infra-red goggles.
Scalable Rendering Resolutions - Currently removed for future scripting additions
Resolution of 1:5
- This can be used to easily create a "blur" effect in-game that can be utilised at any moment.
Editors
What's the point in an engine that no-one can edit? The data formats (Simply accessible archive files) can be editted with no tool, however it will be much easier if tools were available!
Scene editor - With 'thing' placements, including props, monsters, items and teleports. Built in grid editor and terminal placer.
Shape editor - For sprites, windows and texture importing, assigning, sequencing and manifest generating.
Physics editor - For movement speeds, knock-backs, enemy data, weapon information, item info, etc.
Sound editor - For compiling sounds and creating a sound manifest, accessible by the scene editor.
Terminal notepad - For creating "Marathon" like terminals with graphics and text with effects.
Scene Scripts
Each scene will have the ability to handle scripting that manipulates auto-movement, variables and switches, messages, item rewarding, money, and much, much more.
Scene scripts are written as text files that are compiled with the map data to be executed at certain points in game, at the start, at the end, when a tile is hit, when an enemy is dead, etc.
Contact me anyway you can if you want to be involved in production of either the engine or the pilot game, that you can read about here: viewtopic.php?f=23&t=71237