Trigger Man: a retro fps

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10 comments, last by MarcPilkington 12 years, 2 months ago
Yep, I thought that was the case by looking at the screenshots (they're too crisp to be ray-casting)

They're too crisp because of the high resolution (most old games ran at lower resolutions), a good raycaster would look like that too. I have played Doom engine based games before at 640×480 and yes, it does look as crisp as that (albeit some bugs appear with huge sectors due to limited fixed point precision... much bigger than anything here though).
Don't pay much attention to "the hedgehog" in my nick, it's just because "Sik" was already taken =/ By the way, Sik is pronounced like seek, not like sick.
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A project update!



The post precessing shader system is now in our xna game engine and this should allow us to do some pretty funky stuff in regards to how the game looks. At the moment we have added a kind of fake shadow falloff which really makes a tonne of difference.

With the screenshots below we've cranked up the fogging pretty high just to show it off as an example but we'll be peeling this back alot more. We can also change the RGB values of this too smile.png

Exciting - sadly we now have a few months of AI coding now so that will probably be it for updates - atleast for a good while.

fog1.jpg



fog2.jpg




Ta ta for now and thanks for looking.

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