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TC "RetroBlazer"

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  • TC "RetroBlazer"

    I present for the first time RetroBlazer!

    It started out as a raycast game TC years back for the Mac, but have converted and rebuilt it to a quake TC in Darkplaces. With Quake I believe that you can do some interesting stuff with the fast paced engine, but with the 'locked' raycast style gameplay perspective in Singleplayer.



    The game's graphical style is done 100% from scratch. Its reminiscent of your classic 90s style games with a good bit of your classic FPS aesthetics, so I think its something new for those of you who enjoy the classics style games.



    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.

    I am actually currently looking for help to complete the project, specifically QuakeC as mentioned in this thread:

    http://quakeone.com/forums/quake-mod...rogrammer.html

    If you interested please feel free to give me a shout in the thread

    Any Questions or comments about the TC are much appreciated.

    Thanks everyone!

    Blazer

  • #2
    Wow! That looks fuckin� sick, i mean it�s looking awesome!

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    • #3
      Thanks a lot TR2N! Glad you like how it's coming along.

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      • #4
        Very interesting graphics, almost like Borderland. Looks very interesting and hope to see it soon!

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        • #5
          Thanks gdiddy! Yea I really enjoy making the cartoony look.

          Cant say I played Borderlands much, but I certainly like the style.

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          • #6
            Very very nice graphics and ambience.
            I like your style a lot.

            I hope you have good progress and will find a good coder soon.

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            • #7
              this look fuckinhg awesome!!!!!! I am thinking : what help do you need with the code? the code will be also make from scratch??

              Great Work!!!!!!!!!!!!!!!!!!!!!!!!
              the invasion has begun! hide your children, grab the guns, and pack sandwiches.

              syluxman2803

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              • #8
                Looks very cool.

                I like total conversions.
                Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

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                • #9
                  Thanks a lot Seven! much appreciated!

                  nahuel, as far as the QuakeC code, I have a lot of 'placeholder' functionality currently, stuff works, but it all probably needs a cleaner overhaul.

                  Like the enemies for example were hard for my programmer to understand, so he ended up making them like I described, but a little too buggy, same goes for a few other things.

                  The good part is that I have builds that work with some of the ideas I have so there's no guessing, but a different approach is encouraged.

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                  • #10
                    looks fun, would like to play it.

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                    • #11
                      Originally posted by R-Blazer View Post
                      Thanks a lot Seven! much appreciated!

                      nahuel, as far as the QuakeC code, I have a lot of 'placeholder' functionality currently, stuff works, but it all probably needs a cleaner overhaul.

                      Like the enemies for example were hard for my programmer to understand, so he ended up making them like I described, but a little too buggy, same goes for a few other things.

                      The good part is that I have builds that work with some of the ideas I have so there's no guessing, but a different approach is encouraged.
                      give me some idea of what you need, i.e., what behavior you want, weapons, gameplay, etc... maybe i can take a look at it, but I can't promise anything
                      SuperDuper Quake 3.0

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                      • #12
                        What a great looking! Congrats!
                        200 a�os de mi querido PARAGUAY
                        14/05/1811

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                        • #13
                          Thanks a lot guys!

                          I'll keep you guys posted on the updates for sure!

                          hondobondo, I'll organize what I may need help with shortly, so maybe different people can help with bits of one thing or the other to lighten the load. Any help is welcome.

                          When the code is more solid making maps is a breeze, since the game is fullbright there's also no long render times.

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                          • #14
                            AWESOME
                            ----------------------------------------
                            NIXON'S BACK!!

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                            • #15
                              Holy crap, R-Blazer.

                              Sorry to resurrect this weeks-dead thread, but I made an account just to say how freaking baller this TC looks. Seriously digging the aesthetic, and choosing a constrained raycast-style perspective should make for some fun design challenges. You mentioned this started on the Mac. Originally for Marathon, I presume?

                              I have little experience with QuakeC specifically, but I'm a C programmer and I'd like to help you. Any overlap in those skills, or do you need someone with specific QuakeC knowledge?

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