New Release: Doom
Moderator: Moderators
- e5frog
- Vic 20 Nerd
- Posts: 551
- Joined: Sat Feb 17, 2007 5:46 pm
- Website: http://channelf.se
- Location: Sweden
- Occupation: Service Engineer
I just tried this and wasn't expecting much but I must say this is a really cool game! I'm really impressed!
Great job, looking forward to the next version.
Great job, looking forward to the next version.
My other interest: http://channelf.se
- Kweepa
- Vic 20 Scientist
- Posts: 1315
- Joined: Fri Jan 04, 2008 5:11 pm
- Location: Austin, Texas
- Occupation: Game maker
Thanks for the kind words
Progress continues:
* player can pick stuff up
* player can take damage (armor works) and die
* added switches (and special edges) to end levels, and open doors
* keycards work. locked doors have a coloured doorjamb
* fixed some ai and collision bugs (still a couple remaining)
* map advancement is in place
* added acid pools, which don't yet do damage
* added map names
** end level summary screen (kills, secrets, items, time)
** text screens for credits, help, end level, end game
** ai projectiles
Todo:
* optimizations
* finish e1m2, map out e1m3-e1m8
* bug fixes
* optimizations
* transparent walls (gratings)
* ai tuning
* difficulty levels
* other weapons! (oops, nearly forgot)
I think I'm over the hump on this project. I'm enjoying seeing each new feature falling into place. Release date: when it's done!
**NEW!
Progress continues:
* player can pick stuff up
* player can take damage (armor works) and die
* added switches (and special edges) to end levels, and open doors
* keycards work. locked doors have a coloured doorjamb
* fixed some ai and collision bugs (still a couple remaining)
* map advancement is in place
* added acid pools, which don't yet do damage
* added map names
** end level summary screen (kills, secrets, items, time)
** text screens for credits, help, end level, end game
** ai projectiles
Todo:
* optimizations
* finish e1m2, map out e1m3-e1m8
* bug fixes
* optimizations
* transparent walls (gratings)
* ai tuning
* difficulty levels
* other weapons! (oops, nearly forgot)
I think I'm over the hump on this project. I'm enjoying seeing each new feature falling into place. Release date: when it's done!
**NEW!
Great to see the progress! I download the .zip from the github every few days and am always amazed.
If I remember correctly each level in doom had different music anways, so if you have a smaller map shouldn't it be possible to have longer music? I assume both are loaded on the fly from disc?
Out of curiosity: How much of the program is Assembler and how much is C? Wondering if and how much the tedious work of converting the C-routines to hand-optimized Assembler would gain speed and free space.
If I remember correctly each level in doom had different music anways, so if you have a smaller map shouldn't it be possible to have longer music? I assume both are loaded on the fly from disc?
Out of curiosity: How much of the program is Assembler and how much is C? Wondering if and how much the tedious work of converting the C-routines to hand-optimized Assembler would gain speed and free space.
- e5frog
- Vic 20 Nerd
- Posts: 551
- Joined: Sat Feb 17, 2007 5:46 pm
- Website: http://channelf.se
- Location: Sweden
- Occupation: Service Engineer
I went into a place where the wall is open but I can't pass, very strange.
Im in the corner just to the upper left of the center in that map, if I back out and go around that r - shaped in the middel block I can't get through from the opposite side either, what's up?
Im in the corner just to the upper left of the center in that map, if I back out and go around that r - shaped in the middel block I can't get through from the opposite side either, what's up?
My other interest: http://channelf.se
- Kweepa
- Vic 20 Scientist
- Posts: 1315
- Joined: Fri Jan 04, 2008 5:11 pm
- Location: Austin, Texas
- Occupation: Game maker
Good to see someone is giving it a bashing!
tokra:
You are right, they are loaded from disk. However, for speed and sanity I keep the map data structures aligned to the same addresses from map to map. I also redistributed some of the music memory to textures and sound effects. Oh, and the work of converting a track is high - several hours - so I'm not sure I'll have individual tracks per level.
It's probably 80% C and 20% assembly right now. Assembly seems to reduce the size by about 30%, so I'd like to work over most of the C eventually, but realistically, there are two or three routines I have my eye on that will help with performance most.
e5frog:
Yes, I noticed that edge (and its partner on the other side). I haven't looked into it yet though. Hopefully it's something simple!
tokra:
You are right, they are loaded from disk. However, for speed and sanity I keep the map data structures aligned to the same addresses from map to map. I also redistributed some of the music memory to textures and sound effects. Oh, and the work of converting a track is high - several hours - so I'm not sure I'll have individual tracks per level.
It's probably 80% C and 20% assembly right now. Assembly seems to reduce the size by about 30%, so I'd like to work over most of the C eventually, but realistically, there are two or three routines I have my eye on that will help with performance most.
e5frog:
Yes, I noticed that edge (and its partner on the other side). I haven't looked into it yet though. Hopefully it's something simple!
Just a line Jeff wrote from the Berzerk MMX thread...
I thought of this quote immediately after this thread popped up - just keep resonating in my skullYeah, I never thought I would play a VIC game with voice effects. This is profound. I'm starting to feel spoiled. Whatever is requested seems to come to fruition in this community! What should I request next? Polygon FPS? I'm starting to think there's nothing this little machine cannot do (with the right programmer, of course).
Learning all the time...
- e5frog
- Vic 20 Nerd
- Posts: 551
- Joined: Sat Feb 17, 2007 5:46 pm
- Website: http://channelf.se
- Location: Sweden
- Occupation: Service Engineer
Worth waiting for, and it's already impressive - even the shareware message is included when you're trying to select a different level.
My other interest: http://channelf.se
Hi Kweepa, I just tried your Vic Doom with my Mega-Cart on real hardware and I must say WOOOOW !!!Kweepa wrote:Good to see someone is giving it a bashing!
It does not require a 3D accelerator for the VIC
Very impressive work !
Mega-Cart: the cartridge you plug in once and for all.
- joshuadenmark
- Big Mover
- Posts: 1218
- Joined: Sat Oct 23, 2010 11:32 am
- Location: Fr-Havn, Denmark
- Occupation: Service engineer
- Kweepa
- Vic 20 Scientist
- Posts: 1315
- Joined: Fri Jan 04, 2008 5:11 pm
- Location: Austin, Texas
- Occupation: Game maker
No news, but I did make this video of it in action:
http://youtu.be/i8ZTfhZURow
http://youtu.be/i8ZTfhZURow
==> copied to my Google Plus.Kweepa wrote:No news, but I did make this video of it in action:
http://youtu.be/i8ZTfhZURow