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- Doug here,
-
- > Well, if I for example would like to draw some monsters or textures
- > for a track that you are making then I have to use the same pallete
- > as you and for example the monsters could maybe occur in many
- > different tracks and then the tracks have to use the same pallete,
- > because you wouldn=B4t want to have the monster to be green in one
- > level and pink in another:-) So I think we have to set some standards
- > (here I go again:-) maybe not for the whole game but atleast for
- > those levels that will use the same monsters etc.
-
- I think we can have an independant palette for all sprites in the game
- if it is needed, but just remember that using a different palette on
- each level means some textures will not be interchangable, unless you
- replace 'groups' of colour (i.e. replace all the browns with greens)
- which would let you re-use texture, but they would look a bit different.
-
- This is up to the artists of course.
-
- BTW, my friend Phil (he does all the rendered BSS artwork for our adverts &
- packaging) is currently rendering some weapons for us. The chaingun is
- almost finished I think...
-
- Doug.
-
- > Then it will be nice and smoth in my box, but I wonder how much
- > better it would have been if Doug where the coder..
-
- :)
-
- > Realy cool, the I quess the monster do have to be in realtime to look
- > good...
-
- The animation is excellent. When a knight charges towards you, he draws
- his sword when he gets within about 10 feet, and runs past you swinging
- it in a huge arc - cutting you in two. They are pretty scary. If you
- blast them well enough, they fall to bits. If you clip them a few times,
- they sort of fall over on their knees and crumple up into a ball. :)
-
- There are strange floating monsters with no legs (just a kind of stumpy
- serpent's tail) which float around in the air, spitting yellow poison
- and making horrible hissing, breathing noises. If you machine-gun them
- with the nailgun, they suddenly die in mid-air, and just dop out of the
- sky, head first - landing on their face with a loud thump!
-
- The zombies are ace, because shooting them will 'kill' them for about
- 5 seconds. They just get up again and keep coming towards you. They
- make a strange bone-snapping sound and throw something at you - it seems
- like they are throwing bits of themselves as weapons? Anyway, you have
- to blow them into small chunks if you want them to stop chasing you. :)
-
- <The impressive thing about Quake is not simply the graphics, but the
- <whole system of 3D enemies, flexible free-domain environment,
- <distance/direction audio and full network capability. Not to mention
- <the facility for plug-in modules produced by 3r'd party authors &
- <hackers. There are many games with some of these features, but none
- <with all of them implemented so well.
-
- > I haven=B4t thought in that direction... but they are aiming their
- > arrow at the same goal as we do then.
-
- I think they have done a fine job, but the fact they have written
- it almost completely in 'C' shows up clearly in the minimum hardware
- requirements. It's painful on my DX2-66, and it should be easily possible
- on this machine - especially as their perspected mapping routines are
- cheated using subdivision at 16 pixel intervals. You can turn this off,
- but then it really crawls!
-
- Doug.
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