Gerbil
Green Marine
Posts: 34
Registered: 06-01 |
Thanks for the praise :)
A few comments -
- I'm not trying to re-create Doom itself, merely using the WAD as my level data, so I can design my games using something like DeepSea. I like Doom because it's essentailly a 2D game (regarding collision detection etc), and a Doom WAD contains so much useful info that to replicate it I'd have to create my own level editor from scratch. Sod that!
So, for example, I'll not be supporting all lineDef trigger types (a lot have been collapsed down, eg fast doors simply become doors), and some of the animated sector types aren't in. There'll be a variety of differences, but when I'm done I'll publish a doc containing what it can and can't do and probably release a version for you to import your own levels in and chuck up on line.
Also, I'll implement other stuff not Doom specific (eg 3D models instead of monsters, new ones etc, animated and interactive scenery, sloping / uneven floors / walls / ceilings etc. Also, coloured sectors is in, coloured real-time lighting MAY make it in, as well as possibly lightmaps.
Ulitmately it'll be multi-playter online. My dream (?) is to create a version with some popular levels (NOT Doom's originals - can we say copyright?) and bung it all together in a version you guys can have in your websites. People go there, log on, and begin killing!
So there you go! I'm about to embark on (for me) the biggest part of the code - collision detection and the blockmap. Once this is done things should move quickly along, although how long this stage will take I dunno. Could be up to a month - I need to make sure I get it 100% correct.
Any time I do a major update I'll keep you guys posted.
Oh, and I'll be producing a variety of versions, eg:
Fixed size
Fill browser window
Minimal download (lower res graphics / audio)
Versions for websites
Versions to download and run from computer
If anyone wants to comment or suggest things for me to include then let me know at gerbil@theburrow.co.uk
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