While watching the Spindler Splindey Spindley's raycasting demo, an idea popped to my mind.
Idea of Doom in KNP isn't new, yeah, but I reminded myself trying to implement very primitive Eye Of The Beholder-like "3d". I googled up in looking for full-length games using this and I've found an old friend, Death Mask.
As we can see, even with jerky scrolling/movement, gameplay is fluid and clear. It would be a sin to not try this!
So I dig up my old WIP-stuff notebooks and found the theory of algorithm for such an engine. Here we go.
Map is a matrix built from 32 cells, 16 x 16. Each cell is a fragment of map with a number. Player starts in cell 1,1, and moving forward changes the cell to 2,1, then turning right - 2,2 etc. Every cell has it's own "3d" picture. Some cells contains monster - which we can shoot out with a gun.
Algorithm has many fails flaws, like no open rooms, just maze and no backwarding.
Hope my engrish isn't too high and everyone can undestand this bullcrap without beer or two.
I will try to implement this once again.
Oh, and a screenshot. A little teaser. 4 different fonts on title pic! Face that, man
Comments
Check out Moteur 3D first.
Check out Moteur 3D first. It's a good start on figuring out how to lay everything out to get that 3d effect.. Oddly enough, I seem to remember seeing somebody make a full game with those very same walls some time ago. I don't think Bernard Josquin ever made it into a full game, but I think somebody else did.
For other fun knp tech demos, Sprite's Aquarium has examples of tricky effects accomplished in oldskool knp.