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Retro Fps - possibly RPG? - open for suggestion

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Hello ladies and gentlebutts,
I'll start off quick, with this,
Retro Fps Base built in my own Jam engine,
[Image: CdfmOyv.png]

this is my retro fps base, a little messy in the code, but I'm cleaning it up as I type,
W, A, S, D - move
Up, Down, Left, Right - look
(I am working on UI elements at the moment, first on my list is pause and options, so you can remap the controls and set the display modes, the jam engine does have fitting modes ready, it was started as a pixel game engine)
My inspirations are xibalba and Delver by Priority Interupt
I'd played Delver before but I wasn't very good at it and personally didn't agree with some of its game design choices, xibalba I came across 2 days ago and it got the theme jammed in my head "this would take my life away with rpg elements", remembering Delver I decided to take the 2 games as inspiration for a project, a project which will also help me expand my Jam engine (I intend to use it during Uni, in place of the courses 1st year software GameMaker)
I have 2 Goals set for myself,
1) to expand the Jam engine with encapsulation, self-maintenance, webgl saftey and quick, easy use, in mind, with an end goal of being used for rapid prototyping
2) to create a retro fps experience with all the tender loving crippling addiction of a perpetual rpg, including an engaging world, ridiculous levels of power and ofc the retro fps secrets to put a cherry on top.
INTENDED LIMITATIONS!
each tile consists of 2 32-bit flags, though due to how javascript works, while in memory they are 2 64-bit floating points, the first 32-bit flag contains a ceiling height for each corner and ground height for each corner, the ceiling is cosmetic, the ground is physical, the player may not climb any ground a unit higher than themselves, the second 32-bit flag contains texture indexes for, ground texture, wall texture, ceiling texture and floating texture (is a wall from ground to ceiling, non-physical, useful for aesthetic and hidden passages)

EDIT: the room currently shown is a 64 x 64 map, end goal is for 4096 x 4096, with region loading and unloading

I'm open to suggestions, at the moment, all I have in mind is, big psychic robot man conquering an ancient kingdom of atlantic-like technology and magics... okay so thats kind of a lot in terms of setting, but mechanics and how I will implement them are very much free to suggestion
thank you for reading

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