Idea for FPS in Kliky

GoreCore's picture
tytul.bmp

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

snapman's picture

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.