The Monster Mash

Published May 26, 2006
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After HopeDagger helped me fix up some billboarding issues, I started adding in all the other monsters. Most of the animations are in except for melee combat and the Arch-Vile's resurrection animation.

Anyway, START THE PARADE!

Trooper


Wolfenstein SS


Lost Soul


Imp


Sergeant


Demon


Spectre


Cacodemon


Commando


Hell Knight


Revenant


Pain Elemental


Arachnotron


Mancubus


Baron of Hell


Arch-Vile


Spider Mastermind


Cyberdemon


As much as I'd like to work on the monsters, I have to fix the rendering code. Right now I'm lucky to get over 5 FPS on most levels, taking those screenshots took forever.
0 likes 6 comments

Comments

HopeDagger
Very nice! It's starting to look more and more like the real thing. Perhaps even -- dare I say it? -- cooler. [grin]

As for the low framerates, it sounds to me like you're going to need to introduce somesort of beefy culling algorithm or somesort. Perhaps a BSP tree would work?

Regarding the Spectre demon enemy: do you plan on just leaving this enemy flavour just transparent, or will we see somesort of cool black-pixely effect on them like the original did? Was this even a dynamic effect, or is there an animation in there for them? Aside from shaders (way outside my realm of knowledge :P), I'm not sure how you could implement this efficiently inside the fixed-function pipeline. :-/
May 26, 2006 09:41 PM
rpg_code_master
That's a whole lotta monsters. It really brings me back to my old DOOM days, no sleep and a lot of nightmares!

Have you a binary to test or not quite yet?
May 27, 2006 02:53 AM
johnhattan
Looks great.
May 27, 2006 07:04 AM
Scet
Quote:Original post by HopeDagger
As for the low framerates, it sounds to me like you're going to need to introduce somesort of beefy culling algorithm or somesort. Perhaps a BSP tree would work?


The level data actually comes with BSP tree data, which I'm going to try to implement today.

Quote:Original post by HopeDagger
Regarding the Spectre demon enemy: do you plan on just leaving this enemy flavour just transparent, or will we see somesort of cool black-pixely effect on them like the original did? Was this even a dynamic effect, or is there an animation in there for them?


If I can change the sprite classes blending mode, then I'll fool around with it. Otherwise it'll probably stay the way it is. They use the same animation as the Demon, so yes it's a dynamic effect.

Quote:Original post by rpg_code_master
Have you a binary to test or not quite yet?


No not yet. I try to take the fanciest screenshots I can, but the actual program still has plenty of bugs. Plus there isn't really a whole lot to do other than walk around each level.

Quote:Original post by johnhattan
Looks great.


Thanks.
May 27, 2006 07:23 AM
Will F
Quote:Original post by rpg_code_master
That's a whole lotta monsters. It really brings me back to my old DOOM days, no sleep and a lot of nightmares!


First time I played a DOOM deathmatch, a friend of mine had started boiling a pot of water with the intention of making some ramen noodles. Little did we know how addictive it would be, the water ended up boiling off and the part of the pot actually melted and ended up congealing under the stove's heating element. Explaining that to the parents wasn't much fun.

Good memories...
May 27, 2006 07:23 AM
Rob Loach
Would the 5 FPS be your video card?
May 27, 2006 11:09 AM
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