Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
Redneckerz

Dread - A Doom clone for Amiga... 500.

Recommended Posts

These are impressive - both Dread and Silas' Adventure. I'll contact Kluczek to have those in my hands, and perhaps even a li'l bit of documentation!

Share this post


Link to post
10 minutes ago, InDOOMnesia said:

These are impressive - both Dread and Silas' Adventure. I'll contact Kluczek to have those in my hands, and perhaps even a li'l bit of documentation!

Regarding the bolded: Silas Adventure is already out and about - Just google.

 

As for Dread and the Documentation - Please do not - Due to his demoscene work, Kluczek is swamped in work, and i'd rather not have him be bothered by such requests for the time being - First lets see if Dread comes to fruition. I simply made this for more recognition as its an impressive piece of code as it stands.

Share this post


Link to post
5 minutes ago, cambreaKer said:

this is really cool! also, are those freedoom graphics?

As is stated in the OP, yes.

Share this post


Link to post

Certainly a nice project and very cool. There are plenty of Doom clones on the Amiga 500 already, though.

Share this post


Link to post
3 hours ago, elend said:

Certainly a nice project and very cool. There are plenty of Doom clones on the Amiga 500 already, though.

I take up this challenge:

  • Are those as impressive as this?
  • Which others besides Citadel would run on a Amiga 500?

Technically speaking you could run a lot of the other Amiga titles on OCS (Which is what Amiga 500 has) but they all really require an 68020 to get any playable performance out of the machine. So these are usually A1200.

 

Here is a list of Amiga shooters nicely categorized.

Share this post


Link to post

I'm thinking the limitations of this engine could be an interesting starting point for a limited mapping project. All map heights must be multiples of 64. Doors must be sliding (use DotB trick for that), and elevators must be instant effects (lower to highest/raise to lowest) to prevent non-64-multiple heights from appearing.

Share this post


Link to post

Can a game be considered a Doom clone if there is no height variation? Isn't this more of a Wolf3D clone?

Share this post


Link to post

Redneckerz: Yeah, fair enough. Not to take anything away from it, it is very impressive and awesome. The fact that he makes maps with Doom Builder even more so. If I'd still have my Amiga I'd actually map for this.

 

VGA: Good point actually. Back then it might have been okay to call everything a Doom clone, but now it seems a little bit silly maybe.

Share this post


Link to post
13 hours ago, VGA said:

Can a game be considered a Doom clone if there is no height variation? Isn't this more of a Wolf3D clone?

What is a Doom clone anyway? We have quite literal clones like Quiver, but we also have something like Klooni (Which is actually Wolf3D based)

I think this is halfway, and similar to the SNES version of Doom. Retroactively, because of its different engine, we could ask that version the same question.
 

13 hours ago, elend said:

Redneckerz: Yeah, fair enough. Not to take anything away from it, it is very impressive and awesome. The fact that he makes maps with Doom Builder even more so. If I'd still have my Amiga I'd actually map for this.

I do wonder how he is going to do this with his engine - Clearly he already has a custom map format that Doom Builder accepts, so it adhers to some Doom map referential data. Is it going to be open source? Who knows.

 

Nevertheless, projects like these are infinitely and interesting - and couldn't exist if other efforts from the community were never made (in this case Freedoom).

 

Love to see how this develops.

Share this post


Link to post
57 minutes ago, Redneckerz said:

What is a Doom clone anyway?

An enjoyable pile of secrets, items, and kills.

Share this post


Link to post

Update:

Episodes 2 and 3 have been released:

Episode 2: Laying out the map:
 


Episode 3: Knee-deep in mapping:
 

 

Share this post


Link to post

Update:

Episodes 4 and 5 are done and up for grabs. The title is slowly coming to a finish!

Episode 4: Revisiting the graphics:

 

 

Episode 5: Weapons and pixels:

 

 

Share this post


Link to post

Amazing work ... is it finalised? Maybe a DW Community map pack project is in order?!

Share this post


Link to post
On 10/5/2020 at 12:01 AM, VGA said:

Amazing work ... is it finalised? Maybe a DW Community map pack project is in order?!

The weaponry is it seems, but still some work to do. The performance is amazing given the platform it runs on.

Share this post


Link to post

What really killed FPS performance on the Amiga computers was the planar display -simply put, from a programming point of view, you could not just write a pixel where you wanted to, which was essential for this kind of games, especially with texture-mapping into play. That meant that even at absolute CPU power parity with a Pee-Cee, you would still lag behind somewhat, in order to produce a pixel-per-pixel similar display. That is, if you could not use the inherent advantages of planar displays like tile-based graphics, bitwise masking, rapid color fills etc. Good for 2D games and even plain 3D polygon-based graphics, not so much for textured 3D graphics.

 

With solid-colored floors/ceilings you could exploit the blitter/Copper chip and do rapid area fills, but stuff like textures just doesn't "fit" into how the graphics on these machines worked. Not even AGA chipsets solved this problem -AFAIK only the Amiga CD32 had built-in hardware to do planar-to-chunky conversion without killing the CPU.


The same problems more or less existed on platforms like the Genesis/Mega Drive, but I guess they used similar programming tricks -in particular the "striped" look of textures looks very similar, though I'm not exactly sure what does that mean from a programming/technical point of view.

Share this post


Link to post

Already bet that there's a recreation WAD in the works... or soon will be, and I'm not a gambling man.
There's as much an obsession with console ports as there is with needlessly porting them back to PC. That would be interesting to see.

Share this post


Link to post

Dread has seen some extensive help by Tsak from Pixelglass, illustrating the new layers of texturing, custom made for the Dread engine. There is also a 3D level previewer in Altair's tool, and they are even saving on RAM.

 

So here is a comparison slide: Alien Breed 3D, Dread, and Fears. Can you guess which one is which? :)

 

uc?id=1uZ-lg4a7avuzEPvHmuoDgSiGTKVaSVVq

Share this post


Link to post

I used to have an Amiga 500 back in the day. I was into it big time. Alas, I no longer have it though.

This is a really cool project! Glad to see it, thank you for posting.

 

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×