Thank you!
The_Indie_Machine
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hi FilmGamerJ, sorry for bothering, i just replicared the first level of ROTT. A few features are missing nut it should be stable build. I changed some things in my engine (path finding of enemies) and some minor stuff (its not that easy to replicate ROTT i found out, but i learned a lot of new stuff!!! The smashing windows were a pain in the a$$ to do!!! in case you wanna try out take a look. Cheers!!! Thanks in advance
https://www.dropbox.com/scl/fi/vd2vpj606z2uqour2m4c7/ageRott_01_alphaTest.zip?rl...
hi FilmGamerJ,
Np, thats ok. Firstly, thank you for your interest in my project:)
I am not sure, if i understand your question correctly more so, i am afraid i dont have the knowledge to understand what you mean correctly ! But heres what I can tell you,
By duplicating the original assets, you mean i redraw the sprites? During playing, i make a screenshot of the walls, and try refit them to a specific pixelsize. I played around a lot in the past with wall sprites/bgs. I found out for a boomer shooter, the "wall size" that works best, is either 32 x 32 or 64 x 64 pixels. Whats usually easy to replicate due its limitation of said pixels. But back to your question, in Hellwombs case they re kinda huge ( i m not even sure if scumhead used symmetrical walls) so i made them 128 x 128 by now, what is quite big in my opinion for a boomer shooter. The thing with such raycasting games is, in the end it doesnt help much or looks any better, even if you set the games resolution higher. With the scaling in the games itself you always loose an amount of details, thats why low tilesized assets ( 32 x 32 or 64 x64) works best. Sorry if i cant answer you any better.
No i dont think my game will look better in case of the assets, but the resolution of my game is 640 x 360. Thats a low 16:9 display but it scales up correctly to any 16:9 display.
Most older fps have the 640 x 480 or 320 x 240 resolution. My goal is kinda make the remake more user friendly and with modern specifications.
The game itself will have new functionality or a different "feel" simply just because its not the same raycaster/engine!
As for the engine, the original is made in, i have a lot of questions. I think you re the one to do so! And do you know how to play hellwomb in fullscreen or if this engine s resolution can be set? Because hellwomb runs in a quits strange resolution? Something with 576 pixels in horizontal. Thank you
hi there FilmGamerJ,
Thanks for your reply. I sure have done so, sir! First thing i did when i started remaking, i asked scumhead. Ofc i understand your concern about IP but i can assure you - i only code for challenge like i stated i m not a pixel artist just a coder. Seconf reason is i made my own engine and i want to prove that my engine is better or at least up to the wolf3d clones. Like you I try to maximize the limits of my own engine😅 if this makes any sense. Thats why i constantly look for small wolf3d clones that i could replicate. Like i said to challenge and to see what my coding skills did become.
Anyways i make huge progess with the remake. Its rad. I have alot of ideas i would like to implement scumhead ( since its his arts) i d like to draw him some exclusively new content for the game. I hope i can win him for the project but i understand he is quite busy developing. What about a gun that consumes players energy for shots or slowly drain life as long as its active. Or maybe drain energy from corpses or something like that.
Because weapon 1 ( i call it foul blade) is a hitscan melee weapon, weapon 2 ( i call it void cutter for now) is the only projectile based weapon and the last (w3) i call it eldritch eater for now is also hitscan. Its quite op because it works like a chaingun. In past i wasnt a fan of hitscan enemies or hitscan weapons but i found out for those raycasting wolf clones hitscan works best even if its so unreal ( yes games are unreal) but you know what i mean. Anyways i m excited what i have for now plays already quite nice. Happy developing!
Hello FilmGamerJ,
why confused? Well I check out many raycaster fps with retro asthethics and/or are limited to the "wolf3d engine" gameplay wise and world building. Tbh even the wolf3d engine could have handled more than "one tile" in height. If that makes sense? The limits itself were set by the fact - that devs in the old days werent aware ( or maybe lack of creativity) because it was all about shooting enemies. So they thought. But within the limits carmack could have easily done said "tiles" differ from 32x32 (pixels) to example 64x32. Then you get a wall twice the height. Rott did this and its the improved wolf3d engine. I noticed you could do a lot more gameplay wise than get key A and find Door A. Most wolf3d clones get fast boring because lack of gameplay insights.
Why no one ever did a lot more than the usual goals? I think of NPC following you and maybe they can open a specific door. I think of doors opened by a switch on the floor. I think of moving lasers vertically or horizontally. I think of more than one floor texture per level. I think about glassed windows. I think bout doors that ARE actually 3D with a depth on the sides. And so on. As for different wall heights and ceiling heights it can be easily achieved.
Sorry for the long answer and not even answering your question.
Yes Hellwomb look so nice but its a bit on the unplayable side. In fact all games made in this engine suffer from that. I try to make the game better. And i made my own engine and i want improve on my coding!
Hello there,
i m a fan of all wolfenstein alike games and i try creating them by myself. I m only a coder but not an artist. Just saw your works and i found out you re exactly the person i would need! You really work thoroughly on pixel art. I m impressed. Anyways just working on a Hellwomb (by scumhead) remake. After that i thought maybe we can do a little boomer shooter together? Have a nice day and keep the good work up!