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(1 edit)

This looks great! Curious - how would gameplay logic be handled (i.e. AI, etc.)? Do you plan on loading QuakeC progs.dat? Or is the logic to be built by the user in GML? Either way, this looks amazing and I hope it's still in development! 

Still in development, when I have the time. Currently looking for paying work right now so I haven’t had much time to put into these things lately. That said, logic was always planned to be written by the end user. My only goal is to give them the tools to load and use assets, but what they do with them after that is up to them. You could make a racing game, or a platformer, all in gel, using maps built from perfected tools like trenchbroom or hammer, etc. :P

Fantastic to hear it's still in development. Would have been sick to be able to play Quake entirely from the PAKs but I get that developing in QuakeC isn't the best use of time anymore. Does this mean there will be an API in GML then? I'm curious what features that part will have if any.

For example, if users wanted to implemented AI, will the flow be: 1. Load map. 2. In GML, create NavMesh (i.e. something like OzarQ.nav_mesh), handle AI frame transitions (OzarQ.loadAnimation) and move/attack logic? 3. Key events/triggers would also be handled in GML?

My plan was to add some basic features that could be used to create your own ais, like I’ve got a navmesh builder partially implemented right now.

Amazing! I ran through the entire E1 and part of the Alkaline mod - really impressive work! Can't wait to see this get finished.