LucierBlazquiz
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« on: July 06, 2021, 06:34:49 PM » |
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I'm currently working on a 2.5d game called 'Another Plexiglass Ceiling'. I have multiple goals with this project but the primary goal right now is to create 'fake' 3D graphics I.e. not utilizing a GL or directX backend at all. This is all done through SDL2 and some very DIY perspective math. This way I create kind of a 3D that's somewhere between the SNES and the PS1. In fact, apart from true color and some rotation math that the SNES wasn't great at this isn't far from 16-bit era attempts.
It's not 100% accurate now in the way it translates stuff, but some parts of me want to keep it that way to give a surrealistic effect. I'm deciding on a case-by-case what I want to tune to be more realistic and what I want to be more sort of intentionally disorienting. More of it will make sense when I feel the story is ready for presentation.
What this showcases is:
* Basic sky pattern (there will actually be 2, one that kind of grows as you get close to teleport points but it's not been implemented yet) * 'Tank' style movement * Zooming the vision cone in and out * Hudmap * other NPCs which can be targeted and examined in the menu * pausing - 'mode timer' and 'game timer' (the distinction will become more evident in later blog entries) * mode and area labels (ditto) * character animation (facilitates 8-direction sprites like Xenogears and Grandia) * infinite parallax (which is optional) * diagonal rotation * generated map areas (the checker patterns are generated here, more types of simple algorithmic tile generation will be available)
More actual gameplay details will be released. Right now, I can say it roughly will play like an early JRPG with some unique fixtures but more on that later.
This currently builds to Win32, Win64, and Linux however I want to refine things before releasing it in playable form. It has quite a lot of customizable config stuff, too. But it's probably not stable enough to release these few bits.
I also hope to release source code but, tbf, it's a clustermess right now. A lot of spaghetti of functions I decided to forward declare in different spots, functions I ended up not using, things in odd spots, etc. I will release some early engine code when it's actually presentable, though.
Since I'm pretty much working on it in a daily basis in small increments. I will be able to present more and more as I work on it.
Right now I'm working on early stages of the combat. I'm going to be flipping around combat and navigation(or 'Explore' as it says on screen) for a bit, trying to focus on one element per month and small bits at a time.
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