Hello everybody.
Work is in progress, and on pretty early stages.
So, what do I have:
- 1-3 classic BD caves from ZX version, plus BD4 and BD5.
- Full 3D OpenGL graphics (models), while classic-looking and flat map.
- Smooth gameflow inspite on precisely implemented classic gameplay.
- Some control improvements (concerning in-between directions and cornering).
And there are some difficulties:
1. Firefly. We all know how it looks when it's flat. Have you been thinking how it looks in 3D? Kinda squared waves from tile(box) center?
2. Magic wall. Disabled wall - no problem. But when it's active. How can we represent all this sliding dots on a solid brick wall?
Also, I've been thinking of experemental mouse controlled mode, when LMB sends Rockford to pointed tile, and RMB stops it, and LMB+RMB -"move without moving". Assumed, that LMB clicks will be stored in buffer, and Rockford will run through all path (RMB clears buffer and stops Rockford).
* What if clicked point 3 right and 2 down. Go straight target point (by bresenheim algo)? Or firstly go down 2 steps and after that go right 3 steps? Or vice versa, 3 steps right and 2 steps down?
* What if clicked point is over some obstacles? Go around them? By shortest path?
Remake from Volutar [WIP]
Moderator: Admin
Remake from Volutar [WIP]
Last edited by Volutar on Tue Jul 16, 2019 9:12 am, edited 1 time in total.
http://volutar.eu5.org/bd.zip
Found old archive with latest "wip" build.
The main issue I fought with, was the smooth intuitive controlling along with smooth, semi-discrete rockford movement. That was real pain in the butt.
Obviously it was simply lying on the shelf all these 10 years.
Found old archive with latest "wip" build.
The main issue I fought with, was the smooth intuitive controlling along with smooth, semi-discrete rockford movement. That was real pain in the butt.
Obviously it was simply lying on the shelf all these 10 years.
I faced with need of vertex animation. So it was that kind of a problem (its just too massive) and dirt/swamp smooth/smart merging for rendering.
Spent lots of time on replicating righteous vanilla controlling and physics (frame-by-frame checking) with smooth movement (it was not easy to combine them both).
Spent lots of time on replicating righteous vanilla controlling and physics (frame-by-frame checking) with smooth movement (it was not easy to combine them both).