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Cobalt Runner

Posted: Tue Nov 24, 2009 3:21 am
by Downsider
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.

Re: Cobalt Runner

Posted: Tue Nov 24, 2009 4:25 am
by Wazat
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!

Posted: Tue Nov 24, 2009 7:01 am
by ceriux
Yes Downsider is a quake modding god even though he doesnt think so.

he should have posted this here sooner.

Posted: Tue Nov 24, 2009 10:43 am
by Baker
Those are really cool.

Posted: Tue Nov 24, 2009 12:17 pm
by Downsider
Thanks ;)

Posted: Tue Nov 24, 2009 1:30 pm
by avirox
Nice stuff with the wall hanging/running. Reminds me very much of Mirror's Edge

Posted: Tue Nov 24, 2009 11:12 pm
by frag.machine
Great job, Downsider. Very creative.

Posted: Wed Nov 25, 2009 6:50 am
by CocoT
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! :D

Posted: Wed Nov 25, 2009 5:32 pm
by Chip
The last tech demo (running on the walls) looks nice, I imagine that in a Prince of Persia way. Or Tomb Raider exploration mode.

Posted: Wed Nov 25, 2009 6:48 pm
by goldenboy
That is awesome. Oh, the possibilities O_o

I want to have your little shamblers

Posted: Thu Nov 26, 2009 8:57 am
by LonePossum.
OMFG It is Breadsticks. Since When.
Jks Looks as good as it has on forums and on Solitude.

Posted: Thu Nov 26, 2009 2:59 pm
by lth
Downsider,

Definitely interesting! Looks like you need finer-grained player angles for aiming at those targets though :)

Is this pure QC or have you modified the engine, too?

Posted: Thu Nov 26, 2009 7:42 pm
by Downsider
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.

Posted: Fri Nov 27, 2009 1:40 am
by frag.machine
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.
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.

EDIT: for misspelling.

Posted: Fri Nov 27, 2009 1:53 am
by Downsider
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.