Cobalt Runner
Cobalt Runner
Just wanted to share my current project, no clue if any of you have even seen this before. It's Quake-based and for the PSP.
Update 1: http://www.youtube.com/watch?v=NR4oDXaF94w
Update 2 w/fixed animations: http://www.youtube.com/watch?v=ojHfIr0zibg
Update 3: http://www.youtube.com/watch?v=-QD14_4T21c
Update 4: http://www.youtube.com/watch?v=DX-tdbdilvc
Update 5: http://www.youtube.com/watch?v=7GaDMSTLWfs
One thing I ask of you:
Don't pop in this thread, look at the fact it's for the PSP, and immediately disregard it as crap, without taking a look. Thanks.
Update 1: http://www.youtube.com/watch?v=NR4oDXaF94w
Update 2 w/fixed animations: http://www.youtube.com/watch?v=ojHfIr0zibg
Update 3: http://www.youtube.com/watch?v=-QD14_4T21c
Update 4: http://www.youtube.com/watch?v=DX-tdbdilvc
Update 5: http://www.youtube.com/watch?v=7GaDMSTLWfs
One thing I ask of you:
Don't pop in this thread, look at the fact it's for the PSP, and immediately disregard it as crap, without taking a look. Thanks.
Re: Cobalt Runner
Wow, dude. I'm impressed! The fact that this is on PSP does not diminish it, it raises my opinion of what you've accomplished. You're doing some awesome stuff that hasn't been done in Quake before... especially not in the way you're doing it. Keep up the good work!
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Yeah, it looks like a lot of fun! I hope it'll be "regular Quake"-compatible
Combine this and Transloquake-looking maps, and you'll have something like this: http://www.youtube.com/watch?v=iBN-sS79m88
As it happens, I've been playing Mirror's Edge in the past couple of days and really enjoy it. Your gameplay already looks awesome!
Combine this and Transloquake-looking maps, and you'll have something like this: http://www.youtube.com/watch?v=iBN-sS79m88
As it happens, I've been playing Mirror's Edge in the past couple of days and really enjoy it. Your gameplay already looks awesome!
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The last tech demo (running on the walls) looks nice, I imagine that in a Prince of Persia way. Or Tomb Raider exploration mode.
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Roo Holidays
Fear not the dark, but what the dark hides.
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I'd say if you have your own engine and skills to code it, go for it. Don't waste time trying to make it compatible with X or Y; just do it, keep the focus on gameplay. After that, if enough people ask for, you may think about porting that to CSQC or whatever it takes to make your idea work in another engine.Downsider wrote:Both engine and QC. I was planning on adding CSQC support, but it seems so bloated compared to just writing what I needed directly in the engine, as I don't need much more than remaking the menu, statusbar (In the sense of totally removing it and rewriting HUD code), and adding a few builtins.
EDIT: for misspelling.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC (LordHavoc)
Yeah, I don't have any problems with breaking compatibility, really. Once development's over, Cobalt Runner may well be totally incompatible with anything related to Quake.
I've already totally replaced the statusbar and the menu code, in favor of something specific to Cobalt Runner, which doesn't work in Quake due to the menu choices in Quake being simplified..
Netcode will need some major modifications if I want the game multiplayer. This is mainly because, as you can imagine, the game requires some accurate movement, so accurate prediction is a must.
I've already totally replaced the statusbar and the menu code, in favor of something specific to Cobalt Runner, which doesn't work in Quake due to the menu choices in Quake being simplified..
Netcode will need some major modifications if I want the game multiplayer. This is mainly because, as you can imagine, the game requires some accurate movement, so accurate prediction is a must.