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Remake from Volutar [WIP]

Posted: Wed Mar 25, 2009 3:09 pm
by Volutar
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?

Image

Posted: Wed Mar 25, 2009 4:53 pm
by johnomg
G'day Volutar :D

Technical side way over my head, but I just had to say....WOW!!!

The graphics on that looks really nice :thumbsup:

Regards
John :D

Posted: Tue Jul 16, 2019 9:28 am
by Volutar
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.

Posted: Fri Jul 19, 2019 2:32 pm
by CWS
Really nice! I wonder why you didn't continue developing? It looks very promising with right physics... :)

Posted: Fri Oct 25, 2019 6:43 pm
by Volutar
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).