jute Posted December 24, 2011 A beautiful looking "retro" FPS in progress using the DarkPlaces engine. Info here: http://quakeone.com/forums/quake-mod-releases/works-progress/7723-tc-retroblazer.html It appears to use sprites, which is awesome. 0 Share this post Link to post
lupinx-Kassman Posted December 24, 2011 I have to say, that does look pretty awesome. 0 Share this post Link to post
Technician Posted December 24, 2011 lupinx-Kassman said:I have to say, that does look pretty awesome. You're fuckin' right it does. 0 Share this post Link to post
Clonehunter Posted December 24, 2011 lupinx-Kassman said:I have to say, that does look pretty awesome. Thirded. That looks pretty damn cool. 0 Share this post Link to post
esselfortium Posted December 24, 2011 Nice! I really like the color scheme, it's like somebody transformed a Super Nintendo game into an FPS. 0 Share this post Link to post
Xaser Posted December 24, 2011 I completely and totally approve of this. Yay hextiles. :P If I have to nitpick (read: I always have to nitpick), I'd say that the architecture does look very orthogonal, which might not work in the game's favor, but it's still delightfully oldschool. So yay. :P 0 Share this post Link to post
Blastfrog Posted December 24, 2011 This looks really awesome, can't wait till it's released! 0 Share this post Link to post
Vordakk Posted December 24, 2011 Judging from the screens alone, I'd gladly pay to play this game. 0 Share this post Link to post
Mechadon Posted December 24, 2011 Wowow, yea this looks so awesome :O. I think the 16-bit artstyle and all of the colors being used really makes it stand out in a great way. Though I have to agree with Xaser that the mapping is super orthogonal. Not necessarily a bad thing given the artwork and if the gameplay is good. In fact this sort of reminds me of that style I'm hoping to work with (16-bit style, though maybe a bit less cartoon~ish) for Retrograde. So this is pretty cool to see :D 0 Share this post Link to post
Enjay Posted December 25, 2011 The orthogonal mapping seems to be a very conscious decision. From the thread linked to in the first post: Everything is redone, all the textures as well as the GFX, sounds, and Music. the game's visuals are not limited to a single 'floor' like wolf3d, but share some of the blocky grid aesthetics. 0 Share this post Link to post