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XI Cast - Raycast FPS Engine

Here is the editor loading the test map and one of the object's Object Script file and graphic:
objectscript.png

So you can paint the map, edit an object and then script it's actions or change its graphic, which saves me a lot of time with testing!

EDIT: And this is the PiD style message box
MessageBox.png

After running the object script above

I've made it so you can set certain sprites to interest levels, so the message box will report to you if you're over something of interest, or not if it's just scenery...Or is it just scenery? The player can attempt to inspect by pressing tab, enter or clicking the inspect button.
 
Here I made a system which I call side incrementation, in your map configuration you can tell certain textures to be changed to other textures on north and south sides.
sideincrementtextures.png

Sadly textures aren't reflected on the other side, so if you want to make use of this like 8bit killer's trucks, you'll have to stick 'em against another wall (Like in 8bit killer actually, I wouldn't be surprised if that game uses a similar method to mine)
sideinctruck.png

You might also notice that the sky in these images is a rendered graphic, not a ceiling, I implemented that also, but sadly the sky cannot scroll so gradients work best. Sky is effected by shade darkness, so if you were to make a night-time forest, the sky is also made darker depending on your darkness amount.

And this is how far the UI has gone:
buildinginventory.png

Welcome message is editable with game config and when a map loads.
I also tested out an idea for "fake pillars", something that happens in Pathways into Darkness, if you assign an object a pillar sprite, then hide it amongst pillars, players that look at the auto-map (Still WIP) will see that pillar is missing (As objects do not appear on the map), on investigation, they'll find they can walk through it.
When zones are created, walk-through walls will be possible, and I have an idea on how to create sliding doors/sectors.

I might take a break now as my test project is crammed full of so many objects and scripts that it's a cluster testing out things, I'll have to program map change if I want to continue further so I can split the test project into different maps.

EDIT: Map change was easy to add in, when editor is perfected it will simply be edit-> copy-> play, making testing and developing easier.
 
Here's a public demonstration.
Contains the older graphics demo and a new test that recreates the beach from Link's Awakening.
http://www.mediafire.com/?l0gz2ntjnow
zelda3d.png


I removed the broken functions of these tests, the zelda test is a newer build, if you're smart you'll be able to create your own maps out of the zelda test, with teleports and everything, as the zelda test I made entirely outside of the source code, the exe though is missing features when i compiled it, so no torch or infra-red, however you can enable shade and ceilings if you figure it out.

Does not contain the map editor (As it's still quite buggy).
 
Apparently, the demo is VERY VERY SLOW.

Its slower than RPG Maker.

I'm not sure whether its on purpose or not, but I move like a snail AND the buttons react like snails too.
 
friend":1kbdg421 said:
Apparently, the demo is VERY VERY SLOW.

Its slower than RPG Maker.

I'm not sure whether its on purpose or not, but I move like a snail AND the buttons react like snails too.
That's the pace of the game, I can turn it up if you so desire.
Just go into the map folder, find the map's config and increase the movement speed and rot speed.
Also the key input is WIP, I have it at a side in the source code as it needs improvement (Currently it's the equivalent of typing letters in MS word, so there's a single press, delay, multi-press, I'm looking for help with this [So any VB Programmers please help me out D:])
EDIT:
Download this: http://www.mediafire.com/?mlzuaazndnt
Copy the Performance Check.exe into the zelda test, run it, move about and tell me the numbers you get.
An average computer should produce numbers from 60 to 120.
 
130-140-ish.

So I guess its the pace after all.

Also hahaha I set the speeds to 500 and I get the error of "Index was outside the bounds of the array", probably that 1 second brought me through the corners of the map.

Also, the speeds seems ok now.

The only problem I have is that the person moves too "ruggy", unlike doom which the main character does a smooth walking around, the character in this game is doing a somewhat "cube" movement.
 
friend":3hic0uof said:
The only problem I have is that the person moves too "ruggy", unlike doom which the main character does a smooth walking around, the character in this game is doing a somewhat "cube" movement.
The engine is based on the designs of games before doom, wolfenstein and PiD style movement, like a tank.

Additionally, movement speed is the potential move distance, you're moving 468 units OUTSIDE of the map boundaries.

I considered using real physics based movement like Marathon, that would give a Doom-feel to the movement.
 
friend":1mltwxce said:
The only problem I have is that the person moves too "ruggy", unlike doom which the main character does a smooth walking around, the character in this game is doing a somewhat "cube" movement.
The engine is based on the designs of games before doom, wolfenstein and PiD style movement, like a tank.

Additionally, movement speed is the potential move distance, you're moving 468 units OUTSIDE of the map boundaries.

I considered using real physics based movement like Marathon, that would give a Doom-feel to the movement.
 
I'm sorry if I missed it before, but can you use bigger textures than 128x128 ...maybe 256 or 512? If you could do 1024x1024 I'd love you forever =)
 
160x160 is the limit due to the algorithm used, but using 1024x1024 won't effect performance at all, will only effect RAM usage, so it's possible, I have attempted it, but I'll go and see if I can re-write the algorithm.
 
okay, thanks that would be great. The one big gripe I have with games like the original Doom (and even that stupid Chex Quest game) is all those friggin pixels get so huge close up. If I could use the 1024 textures up close, then go 512 to 256 to 128 to 64 to 32 etc. as they get farther away that would be AWEXOME!!!
 
As it's a raycaster engine, anisotropic filtering (Textures going from 1024, to 512, 256, etc) is pointless as it doesn't increase performance.
 
I was just wondering, theoretically could some one import hi-res textures to be used. For instance, a picture of an actual barrel or a lifelike window. Or would the graphics always have a "retro" feel?
 
You can use what ever graphics you want.
I'm considering a 4th re-write of the engine right now actually, I keep learning new techniques that make me want to improve all the time, any thoughts?

A 4th re-write would use palette textures, so all resources except for audio can be stored in a single file like Doom, and patch files, I would also like to build it with networking in mind and to simplify the UI so it's all on the rendering screen, which would allow for full-screen.
All this at 800x600, which slows the engine down to a halt with the current design (Which is at a resolution equal to a gameboy advance)
Also I want to make a good scripting system and physics like Marathon, so the movement is fluid, barrels influenced by nearby explosions, weapon recoil, I already have the maths calculated, each object is given a mass, each force is given a force exerted and up to 4 directions.
Also the calculations and the rendering will be even more separated into 2 threads than it currently is (At the moment it's a cluster of stuff working quite linear with a few parallel moments like texture loading).

I'd like some feedback with this plan.
 
Anything that makes the engine and end results of your pilot game look amazing are definitely something to look into. I just spotted this thread and I have to say, great work so far. I have this like favorited on my web browser.
 
I don't know how this would work, or if it's possible with your engine, but could you allow for bump maps on these textures? I would really appreciate that :biggrin:
 
Ricoman":1kvuh4zn said:
I don't know how this would work, or if it's possible with your engine, but could you allow for bump maps on these textures? I would really appreciate that :biggrin:
Actually I have looked into this (Strangely).
It's software rendered and so the engine is not 3D, so technically it won't do bump-maps like in games such as Halo and Half-Life2, however, I know how bump-mapping works as an algorithm, so I know how to implement it as software, but it may slow down the rendering speed so i am not going to add in bump mapping.
 

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