APOGEE POST-PAX GIVEAWAY!
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Quick and dirty update: Added particle rendering to the raycaster and hooked them up to the fire chute projectiles. Starting to look a bit more like #riseofthetriad now.
Decided to make a particle editor during the holiday break. ROTT had a surprisingly nice particle system for its day, so still missing some features (like collisions) and no software renderer yet. Written in #imgui renderered with #openGL 3.3. #riseofthetriad#gamedev
Was reflecting on my coding style and @valvesoftware 's GoldSrc/Source engines have definitely influenced me the most. e.g. While the cool kids are using code generation, my #AngelScript binding takes inspiration from Valve to export types. #CPP#gamedevelopment#gameprogramming
Still prototyping gameplay systems, but my little prototype is almost feature complete. After that I can focus again on backend tasks like audio and graphics and start refactoring some of the scripting. Now
added push and moving walls. #riseofthetriad#screenshotsaturday
Free time is still extremely limited and will be for the next couple months, but work is still slowly progressing.
Added collision detection improvements; movement scripting supports stepping and I now have breakable walls too. #screenshotsaturday#riseofthetriad#retroFPS#rott
@mysterydip Cool! So in the video this is a mix of GADs and platforms/scaffolds? Seems like you have multiple heights for these and vanilla ROTT only has top/mid/bottom sections for the platforms.
Been extremely busy lately, but wanted to give sign of life. ROTT takes shortcuts for collisions and thus movement isn't very smooth. So I added swept cylinder and (better) ray intersection tests as well as a debug rendering system. #screenshotsaturday#gamedev#riseofthetriad
@mysterydip Goal is a Nightdive style "port" of ROTT that's highly moddable: textbased fileformats, content creation tools and the game + UI is scripted in AngelScript. Not sure yet how close I want to/can stick to ROTT. Would love to support original demos, but ROTT hardcodes a lot 😞
Haven't updated in a while, but things have been progressing, even if I took a break over the holidays. Been mostly working on tools and backend refactoring, but this update shows the new inventory system in action. #riseofthetriad#gamedev#rott
No explosions yet on the projectiles, since I want to do that when I add particles. Also adding in the fire chute made me realise that ROTT spawns the projectiles quite far from the wall. So if you hug the wall at the origin it can't hit you 😐3/3
Had a productive week! I've been prototyping the level scripting system and had to add a bunch of stuff to support it:
* input/output system
* script attributes
* animated wall textures
Here's a video of it in action 🙂:
1/3
#screenshotsaturday#riseofthetriad#gamedev
Inputs/outputs are on the script components in Angelscript with attributes. The setup of the video (generated from a ROTT level) is this: switch's OnActivated output connects to the chute's Activate input. This makes it start firing when the switch activates. 2/3 #angelscript
Lots of small changes for this #screenshotsaturday, but game wise there's now destructible props and spinblades. Blades will deal damage when players or NPCs walk into them. And lastly, a functional HUD 🙂. #riseofthetriad#gamedev
The serializer will then store all state of the yielded contexts in a binary blob and the application can restore it from there. To help testing/debugging I can also deserialize to a JSON string, so I can see what's stored in there 2/2 #gamedev#Angelscript
Working on AngelScript savegame support and want to make sure that this is foolproof without using awkward event driven structures for behaviours. I prefer calls that yield the script for movement/animation, so I write something like this (where Yield will block the script): 1/2