Blaze is a retro/minimalistic styled sci-fi first person flight/shooter action game. The game can be played almost single handedly with just mouse. It's about shooting a lot of alien things (in semi-randomized missions?). The alien things are trying capture all your base, and have already captured at least half of it. You have to defend the base and capture the alien controlled areas back. Or something like that...
So, every time I play Doom on Doomsday Engine, I want to use that engine...
Well, I put the monster models into it, and tried a really simple art style while at it. I had thought of this kind of style some year ago, but never tried it.
The model textures are just colors without shading, and get some ingame shine effect. They're a little bit more saturated than earlier. They could have some AO baked into the texture, but it should be really smooth.
The level textures have shapes/shading and color, but no noise. Ingame they get some shine and detail texture noise. They're still the same 256x256 resolution as before, but could probably be 128x128 without looking much different.
If you're wondering if I'm going to change back to Doomsday or if I'll use this style.. the answer is: I don't know (but I sure like the Doom level editing more than the Quake level editing).
I know there are a lot of Darkplaces games out there and not many Doomsday ones, but I seriously think you guys should stick with Darkplaces. It's a more comprehensive 3D engine than Doomsday, and there's a reason there are no major commercial games made with Doomsday and several commercial games made with Darkplaces. This stuff looks a lot better than the Doomsday material you previewed a while ago, and while it may be harder to work with Darkplaces, the results are definitely worth it.
Well, it's just me doing this. I can make a Doom level in 4 to 8 hours, that plays and looks good. In same amount of time I can make a Quake level that doesn't look good, and might be just one area of a level, so not even a complete level.
It would also be nice if the Players could make (interesting) levels easily, even if they've never touched a level editor before...
I'll still think about this stuff for a while...
And thanks.
I second the darkplaces motion. Great engine to work with.
That said, I like the styles here. Sometimes simple is better.
Really like the water texs. Nice...
Thanks.
There are some things in DarkPlaces that I like. QuakeC/progs.dat is a little easier to do/compile than C/C++ and a DLL plugin for Doomsday. Levels could have 3D bridges/rooms over rooms, slopes, swimmable water.
But Doom level editing is simple ;)