Gez
Why don't I have a custom title by now?!
Posts: 7036
Registered: 07-07 |
You can use whatever you want for testing a project that you don't intend to release. Chocolate Doom would allow you to enjoy the full range of bugs and limits from vanilla Doom. ;) If you want to be limited by features without having to worry about running into walls, you can use a limit-removing and bug-fixing port. Just make sure not to get sidetracked into toying with that port's additional features. For example, because of your comment on raycasting, you might want to use GLBoom+ instead.
As for the other project; if you want OpenGL rendering, you can use GZDoom. It's ZDoom with an OpenGL renderer added, and a few associated extra features (sloped 3D floors, model supports, and more stuff...).
ZDoom has the advantage of having a friendly text-based conversation script format, so if you want to make dialog trees, it'll be quite practical.
Item drops are also entirely configurable. The first option is of course the DropItem property, but if you don't want to create new actors, you can handle that with a script.
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