Hey, I've been working non-stop over the last week in my entry for the Floppy Jam.
Some bullet points:
- Sector based 3D Map (inspited by 2.5D engines of the 90s)
- Coded from scratch in C++ and SDL/OpenGL 3
- Deferred rendering pipeline (yup, not for old machines)
- Retro visuals with emphasis in illumination
- Includes full level editor!
Now the explanation:
I always wanted to create my own sector-based 3D engine after reading so much about the work done by Ken Silverman and John Carmack.
Because the level size has to be small I decided to create my own file format and because of that I needed my own editor. So over the last week I've been creating my own level editor, which consumed me more time than I expected, but now it seems quite complete (although the interface is horrible).
I also have pathfinding (although a little bit slow) and some basic form of collision detection with walls.
The next week I will focus on designing the levels and gameplay.
Right now with the executable, textures and one level, the total file size (no DLLs) is under 500KBs so I still have a budget for sprites and maybe sounds.
Here are some screenshots:
First the editor
Here Im editing a wall
Here Im testing the path finding (every point represents a cell)
Isometric view of the map (still not sure if I will use it)
And this is a view from inside the map. Im using deferred rendering so I will try to add lots of lights to give a nice atmosphere.
And thats all!