Archon ---> Quake. You heard right, elements of the 80's micro game archon extrapolated into the Quake universe. Get ready for a wild ride.                               (free stuff | no warranty | see disclaimer.txt | blah blah blah.)

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3 comments by numbersix on Dec 10th, 2014

How has "the Archons" progressed since the beta 1.1 release last year?


Reasonably new features for this release:

Archon magic! (yes, it works)
Archon "soul vessels" - limits to Archon powers
Sphere of Annihilation super black hole mode
Many nasty bugs have been eliminated. :-)
More monster enhancements than you dare shake a stick at
PK 3.0 support is pretty much finalized
HUD update, a few new features here

What is left leading to final release?

Finalizing the Archon vs. Archon conflict
Deciding if demi-archons will make it in before the mark III recode
Avoid any more feature creep, if at all possible
Decide if the map-hack tech maps will -
a. be included
b. have some kind of limits
(these are the design spec for the "realms of Chaos" world)
Decisions regarding HD pack integration: Moddb.com

What significant part of the current plan is still missing?

The ability to pick up an Archon "soul vessel" and carry it to a flag altar and sacrifice it for the points and / or build up to the Archon total win...is not even written.
Some approximation may be put in - then again it may not.

What is the main challenge?

I got bit hard by the "new code" has to be written _now_ syndrome.
I've started the qc++ v1.07 recode already. This will be a major
resource hog on my limited free time. It will be some time before
this new code base grows into Chaos mod mark (III).
It is very necessary - some of the mark (II) code simply does not go
forward very well. The recode will fix a few corners I painted myself
into with the mark (II) code base.

What is the current status?

I have just squashed the "floating" zombie bug (I hope - the bots are testing for me right now...)

fig 1. the "floating" zombies

When I am satisfied with the result - I just need to build the release package.
Then boom - you get it. In time for the holiday week.
Gee, arent I a swell guy? Ha ha.

Showcase:


fig 2. bots give 100% testing new features


zappy, zappy! _____________________________________ sucky __

rainy days _____________________________________
new worlds

fig 3. determined foes

______ arg! gremlins _________________________ new things to stick nails in

fig 4. Archon of Chaos


fig 5. Occlument Augury

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Post comment Comments  (10 - 20 of 115)
numbersix Creator
numbersix Jul 9 2014, 2:28am says:

The new mapping system is coming along nicely. Ton of pics up.
I think some weather effects are in store, after this weeks gaming session.
Soon my pretty little adventure system will be ready for a test run.
Maybe even a tech demo release so people can play.

+1 vote   reply to comment
numbersix Creator
numbersix Jun 30 2014, 3:02am says:

Obvious, but I'm focused on:

3. new rogue style map tech (couple unreleased maps to polish on this path...)

It looks like (for single player anyway) the 9 maps of the Archon realm may end up being 1 super large adventure map. Time will tell.

I can say it is kick *** watching this thing build the map biomes while you wander around.

+1 vote   reply to comment
WeeGee9000
WeeGee9000 Jun 20 2014, 5:10pm says:

Your mod looks very good and promissing. However, i suggest adding smaller images to the page, it takes forever to load :D

+2 votes     reply to comment
numbersix Creator
numbersix Jun 18 2014, 10:30pm says:

A final plan for Archon has been formulated - read about it: Moddb.com

+1 vote   reply to comment
numbersix Creator
numbersix Jun 6 2014, 10:28pm says:

Working on a few items on the massive to do list. Honestly, I wish I knew how that damn thing gets out of hand...

Considering the next possibilities:

1. determine Archon vs. Archon interaction / combat (more Archon spell powers)
2. implement environmental effects elements of original chaos mod
3. new rogue style map tech (couple unreleased maps to polish on this path...)
4. Crack down on the bug list
5. develop code / tech for the SAG (stand alone game) / Quake dream world (a newish mod)
6. the T.A.R.D.I.S. map / adventure project

Decisions, decisions.

+1 vote   reply to comment
Mv.c9
Mv.c9 May 24 2014, 10:40pm says:

man, this has the potential to become a stand alone game. ever considered that?

+3 votes     reply to comment
numbersix Creator
numbersix Jun 6 2014, 10:22pm replied:

could be done...every piece of (not favorably) licensed content would have to be replaced.

+1 vote   reply to comment
numbersix Creator
numbersix May 19 2014, 2:15am says:

Driver update. Radiant fixed.
Dev continues now for our regularly scheduled mod - already in progress.

+1 vote   reply to comment
numbersix Creator
numbersix Mar 3 2014, 12:07am says:

Still alive. Yes, the mod is still active. Work and taxes have me right now, but soon(ish) I'll have more free time. I'd be working on maps with a small bit of time here and there, but radiant crapped out when I upgraded the suck *** nvidia driver for a new 770 GTX. The 770 is wicked, but damn...breaking GTK radiant is a bastard.

+1 vote   reply to comment
Mv.c9
Mv.c9 Feb 23 2014, 11:43pm says:

ive been away for a long while, i just saw the super gravity well and it was like sugar melting in my stomach. thanks. :D

+2 votes     reply to comment
numbersix Creator
numbersix Mar 3 2014, 12:04am replied:

I am trying to come up with a way for the ultimate grav well upgrade: "the reality bomb" (you have to toss a grav well into a sphere of annihilation) to actually melt away the entire level. Looks like an engine mod might be required tho.

+1 vote   reply to comment
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