sure thing, ask away (you can email me at mutantleg(at)gmail.com)
mutantleg
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Premature optimisation is something everyone suffers from (it always starts with being smart, thinking ahead to make your life easier
and then the opposite happens).. and to make things worse it goes hand in hand with feature creep
(LAB is also a victim of all of these, the flash one has a full software renderer written from scratch .. because ironically it was faster to use the flash triangles than making a raycaster .. not to mention it actually supports taller levels and jumping, i just never ended up using it )
Anyway, In the end projects get finished by sheer persistence over time so don't worry about it
Btw there is quite a large amount of Wolf3D mods out there (i cannot think of any on top of my head to recommend right now, but there are many)
I'm intrigued and humbled by your obsession of this game (though i can recommend a few more better ones if you want me to)
Thats just how steam works i guess, you end up grabbing a lot of games you don't really want just because they are on sale
The lack of extra content is due that i actually suck at making games (or at least very slow at it, this game took me forever to make)
I feel like i should remake the map i made completely but with a radically different approach
here is a list of the (major) things that went wrong with the project (so far)
the maps are made with CSG-ing boxes together and later editing the geometry
but his has led to a lot of errors that often went unnoticed
these little gate models to hide the errors but it didn't work that well
you could destroy the cork from the shoreline easily so there had to be a a little house built around the thing
which then made it hard to find the cork and made this puzzle way more confusing than it should be
but during prototyping it was made to be allow more than hundreds
of these in different sizes
(the physics are simple though it's just a sphere masquerding as a cube)
so only mini Lara can fit through (the giant arrow sort of addressed this problem in the end)
With the deadline extended (and now being capable of using other orifices than my mouth to breath .. not counting my nose yet) i'm back in the habit:
rewrote how the light is calculated, previously it just picked up the light from the lightmap
but now it actually takes the lights position (up to 4 lights) into account for vertex lighting (previously it was a single fixed directional light only)
in the end it looks nice but the the difference is hardly noticeable
.. also smoke is now affected by light as well
Sure thing, I added the .swf only version to the V2 page:
https://mutantleg.itch.io/lab (labv2_download.swf)
I'm cutting down the game to a single map to have something to release
so now it's just introduction, single puzzle and ending .. not much of a game
It's at the stage where everything that can go wrong goes wrong ..
and it seems many things i worked on won't end up in the final version .. another victim of feature creep.. oh well
So I realised I need to make maps as well.. (darn this would have been funnier if i announced it on the last day.. oh well)
Anyway one thing i noticed is that often map design comes from neccessity
E.g. in this one I wanted a simple concept: you need to drain a pool to access a switch
And to drain the water you need to get rid of a plug by shooting at it
(but you cannot shoot or use switches underwater)
So to shoot underwater you need to turn into Steel Lara (when in doubt just st- borrow from Nintendo)
and just walk on the bottom of the pool shooting stuff
Now the problem is that in this form you can just walk over the switch and push it
And to solve that first the Steel powerup is time limited and there needs to be some extra wall added
so you can walk to the cork and blast it but you don't have enough time to reach the switch
Postponed my battle with the camera for now and decided to use the non-smooth one
after 'studying' some third person games it seems to be the most common one (and least frustrating)
Also added bullet shells (thing is you got infinite ammo .. so where are they coming from?)
Now to add something to shoot at..

I'm still at heavily on alpha stage with this (engine and character movement is done, there is saving and loading.. only things missing are the maps, textures and enemies .. only the things that would make it a game) and for now just collaged some screenshots together to give an idea on whats it all about
You're almost there, mantises are a lot easier when not in an open area (and there are only three of them this time)
Anyway the latest version might help a bit if you got framerate problems as i rewrote the rendering in it (just copy over the config and save folder and you are good to go.. that is if you want to try it)
Check out the new version where they are reconfigurable: https://mutantleg.itch.io/lab-v30
Yay! Glitches are on me this time, the flooded lab didn't add the water .. i better patch that.. (as soon as i figure out why that happens that is)
Anyway, the health counting down is another one of those fps tropes im so used to it never occured to me it wont be obvious (it counts back to 100 if you got too much, you are not poisoned or anything.. but then again you are eating sandwiches off the floor so who knows)
https://mutantleg.itch.io/lab-v30
After many many sleepless nights i finally finished the full remake of my old browser based fps game,
now it features mouse look, which seemed to be a strange request for a wolfenstein clone at the time but it indeed made the controls a lot easier so the monsters have been toughened up as a result (as they were no match for circle strafing players)
also game progress can be now saved anywhere, reconfigurable controls, fullscreen mode etc.