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masterneme

This is the game I'm making using Freedoom's assets

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Hi,

 

Some time ago I made a thread asking about the licensing terms of Freedoom and since then I've been using the assets to complete my game, a sprite based FPS using Unreal Engine 4.

 

Here it is the result of my current build:

 

 

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Posted (edited)

It looks really awesome!

I know you described the basic idea of your project already in your previous thread, but I was wondering what are your plans on the license for the assets and code?

It would be really nice if there could be a collaboration between your project and Freedoom in such a way that any new sounds and sprites to your project could also be used in Freedoom and vice-versa.

I guess your engine doesn't have the limitations in number of different monsters that Freedoom has, so it could allow for more creative freedom and be sort of a Freedoom++, you could have more than one different kind of imp for example (the ones you are using are from an old version of Freedoom).

Edited by Ferk

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The OBLIGE levels are placeholders to see how the game runs and test things right? Just want to clear the confusion a bit, because otherwise this looks great!

 

And with what Ferk said, running on UE4 means there is no need to limit the number of enemies (and weapons?) to the number vanilla Doom has. With these limits out of the way, it's a great opportunity to get some ideas on sprites, sounds, and overall gameplay. I noticed in the video description that this game will be up on Steam, but I still wonder if it may be possible for Freedoom to use your game's resources.

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Yes the levels are to test things out and have some screenshot and other media to show.

 

Right now I don't have plans to make new assets at least for this game. BUT if it does well I'd like to make a sequel with pre-rendered graphics. Think Doom 64 but with today's tech.

 

Maybe I could create a repository and adapt the sprites and textures to Doom's requirements like resolutions, offsets, palette and such. In this case it should be possible to make WADs out of this content.

 

Whatever I make and use will be shared. The code will be released as CC0, with the Unlicense or similiar, I haven't thought that much about it. I just want it to be available for anyone. And I also want to port it to Godot Engine.

 

So yeah, there could be a Freedoom++ using UE4/Godot and the available game content.

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This looks very promising so far!

 

I don't use UE4 so I don't know how the sprites work, but I have a nitpick/suggestion.

Could you base the angle of sprites to be perpendicular with the camera and not pointing at it? That would make it so sprites don't do that weird turn near the corners of the screen. Here's a little diagram of what I mean.

 

I just bring this up because I've made a few 3D projects in Game Maker, and I can easily notice that effect. It should even take less time if you use the same camera angle for every sprite instead of calculating a new one.

 

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On 10/7/2018 at 5:49 AM, EngineerKappa said:

This looks very promising so far!

 

I don't use UE4 so I don't know how the sprites work, but I have a nitpick/suggestion.

Could you base the angle of sprites to be perpendicular with the camera and not pointing at it? That would make it so sprites don't do that weird turn near the corners of the screen. Here's a little diagram of what I mean.

 

I just bring this up because I've made a few 3D projects in Game Maker, and I can easily notice that effect. It should even take less time if you use the same camera angle for every sprite instead of calculating a new one.

 

This change is already added on my latest updates ;)

 

I didn't do it before because with UE4 you can use shaders to transform sprites in different ways but I don't know how yet.

 

But one person from the forum told me a way with some code and I implemented it.

 

What's the difference with his method and using shaders? CPU is heavily involved and I'm not sure how will impact the game with many characters on screen and gibs and stuff. It shouldn't matter much with modern CPUs but still...

 

Everything looks much better now:

 

 

I'm working on a 4 map demo with random generated maps to test the gameplay, would you like to try it when I finish it?

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