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[Katana][Alpha] Decay: Tempus

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[Katana][Alpha] Decay: Tempus

Postby hogsy » Fri May 17, 2013 4:05 am

Well I'd been making a considerable number of posts about Decay in other threads so I thought it was about time to give it its own thread. For those that don't know there is also another thread specifically for work on the AI in the project here... http://forums.inside3d.com/viewtopic.php?f=4&t=5044

So what actually is Decay? Decay is an upcoming first-person action game loosely based on the infamous Daikatana which was created by id Software legend John Romero. Decay's development team hopes to not only fix issues present in Daikatana's design but to also expand upon it to give you an incredibly fun experience in both multi-player and single-player. Additionally Decay makes use of our Katana engine which is based on the widely used FitzQuake engine but heavily modified for SDL support, OpenAL support and advanced graphical capabilities while also taking advantage of our own platform-independent library "GIPL" that is used for both the engine and tools for multi-platform support. The list of changes is fairly large but there's a considerable amount of documentation that will be released with the project to detail these new features for both developers and users.

So who's worked/working on Decay?
  • Mark "hogsy" Sowden (Lead Programmer/Level Designer/Texture Artist)
  • Marco "Eukos" Hladik (Level Designer/Texture Artist/Gameplay Programmer) (x)
  • Michael Quinn (Sound Designer)
  • Pavomba (Level Designer) (x)
  • Solemnwarning (Programmer)
  • Theeketel (Music Artist)
  • SavageX (Level Designer)
  • Sly B (Concept Artist)

And some obligatory links to our various pages...
IndieDB - http://www.indiedb.com/games/openkatana
Bug Tracker - http://oldtimes-software.com/tracker/
OldTimes Blog - http://oldtimes-software.com/blog/
Last edited by hogsy on Wed Mar 30, 2016 8:57 pm, edited 3 times in total.
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Re: OpenKatana

Postby goldenboy » Fri May 17, 2013 8:21 am

I respect the hard work you do hogsy. I know firsthand how hard it is to do a remake.

And I really wish you'd put that extra year in. 10 years from now you will wish that you did it.
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Re: OpenKatana

Postby ceriux » Fri May 17, 2013 2:09 pm

looks great =D good too see more screenshots!
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Re: OpenKatana

Postby hogsy » Mon May 20, 2013 1:22 am

More screenshots are on the way soon guys!

I've spent most of today bringing more stuff over to Linux, it was great splitting everything up into seperate modules when we were on Windows and all comfy with Visual Studio but now it's ended up making it more of a pain, though this hasn't been a huge issue. While bringing most of our code to Linux has been pretty damn easy so far, I must admit, I wish there was more documentation for Linux (perhaps I'm looking in the wrong place?) :x
Either way our Platform library, Game and tools have been brought over which just leaves the engine. Honestly I'd think given another few days I could have all this up and running so that'll be pretty sweet!

Also we've certainly been having a large number of puzzles to solve with the engine as of late, I've been swooping down on a lot of bugs lately since I didn't want things to pile up and there's certainly some stuff which has me scratching my head. I'm sure we'll get them sorted soon but that's why we haven't had any other updates for a while, at least from me anyway since Eukos is always messing around with the game-code and adding new stuff (which often in-turn gives me even more things to sort out). We had planned on doing something commercial after OpenKatana but I think you'll probably see us throwing out quite a few small things after OpenKatana is released so we can get everything a bit more mature here and also help us develop ideas for our next project.

Anyway that's all I can report on for today! We'll throw some more screenshots and videos up soon.
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Re: OpenKatana

Postby goldenboy » Mon May 20, 2013 10:04 am

yay for Linux support!
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Re: OpenKatana

Postby hogsy » Thu May 23, 2013 3:40 pm

Here are a few new shots fresh from the oven!

Image

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Nothing really new here but it gives a good look at the secondary HUD type, some more of the new textures and the Lasergat/turret in-game.

Tomorrow I should hopefully some new shots of some new changes to E1M3 and I'm sure pretty soon Eukos will have something of E1M5 to show you guys soon too ;)
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Re: OpenKatana

Postby revelator » Thu May 23, 2013 5:58 pm

Looks nice :) looking forward to trying it out.
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Re: OpenKatana

Postby hogsy » Fri May 24, 2013 3:27 am

Here's something a little special, this is the original E1M5 from 1997 that Eukos is currently working on restoring. I've disabled the textures here since those are still being worked on but I hope you guys can see the incredible work Romero and his team did back in '97.

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May I also add that the lighting also isn't 100% correct. Lighting was actually brighter when compiled with Daikatana's tools back in 1997 which is your interesting fact for today!

An interesting difference I'm sure a lot of people will be excited to hear is that the levels in 1997 were much less linear than the levels in the final game. Players were often required to go back to certain places or find another path which would even sometimes lead to a hidden secret. That all said the changes made to the final game are quite logical but I personally prefer how these levels have been designed since I'm sure you will all find something new during each playthrough.
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Re: OpenKatana

Postby qbism » Fri May 24, 2013 5:24 pm

Intriguing forms, trying to guess what they'll be when textured. I also like the minimal scanline HUD graphics.
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Re: OpenKatana

Postby frag.machine » Fri May 24, 2013 7:56 pm

Yeah, this robocop-style HUD is very cool actually.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Re: OpenKatana

Postby hogsy » Thu May 30, 2013 12:04 am

Glad you guys like the HUD. Here are some new shots of E1M5 showing off some of our new texture set :)

Image

Image

Image
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Re: OpenKatana

Postby hogsy » Thu Jun 06, 2013 7:44 pm

The geometry still needs a bit more work and all the panel textures are just place-holders.

Image

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Re: OpenKatana

Postby hogsy » Sun Jun 16, 2013 12:09 am

Image
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Re: OpenKatana

Postby hogsy » Sun Jul 14, 2013 6:08 pm

Hey again everyone!

It's been a while since we made any updates. We've shown you as much as we'd like to show in-regards to E1M5 and should be showing you more of everything else soon when we feel it looks good enough.

However we're having some major issues when it comes to finding outside help on the project. We've had some pretty amazing people join the team and help out during OpenKatana's development, but we're looking for someone who can help us out for the duration of the project and someone with the interest and enthusiasm that we have.

Interested? Well right now we're looking for people who are capable in either of the two fields: level design or programming. The former is the most preferable but we could certainly do with more programmers on the team too. Don't think your skills are good enough? We don't care, all that matters is that you have the passion and interest towards working on this project.

If you'd like to work on OpenKatana then feel free to email me at any of the following email addresses:
markelswo@gmail.com
leo_ms@live.co.uk
hogsy@oldtimes-software.com

You can also contact Eukos at eukos@oldtimes-software.com

Also I suppose this gives me a good opportunity to reveal the new logo for the project. I hope you guys like it.

Image
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Re: OpenKatana

Postby hogsy » Mon Sep 02, 2013 2:45 am

I've released a new blog post for you guys which you can read at the link below.

Linux Progress… - OldTimes Blog
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