Fully integrated per pixel lighting and shadowing technology (diffuse, normalmapping, specular lighting, with shadowmaps or shadow volumes supported), lightmapping and deluxemapping (directional shading for lightmaps, supporting full normalmap and specular features), and a variety of material effects fully integrated in one shader system that deals with all situations.
Variety of file formats supported (Quake1 and Quake3 file formats, skeletal models, various image formats, ogg vorbis support on all sound effects, and more).
Game logic scripting in QuakeC programming language.
Advanced networking designed to scale from dialup to broadband, with automatic distance-based prioritization for optimal close-range gameplay in a densely populated world.
Realistic global fog feature with height limit for seamless blending with sky.
ODE physics engine integration.
Per-polygon collision detection optimized for large static meshes, as well as Quake brush technology.
Background music support with sequential and random playlists and playlist switching (with resume), in ogg vorbis or wav format.
CD audio support.
Quake MDL, Quake2 MD2, Quake3 MD3, DarkPlaces DPM (converters from SMD and MD5), DarkPlaces/Cube2 IQM (Blender exporter available, SMD converter available), UnrealEngine PSK, Wavefront OBJ, Quake1 BSP, Quake3 BSP.
Aside from a few screenshots here and there on Twitter, this year has been rather quiet from Doombringer's development information. There were a slight update released (0.1999) during spring, but that was just to fix some bugs with the previous version. But a lot more has been happening behind the scenes, and with this update we start lifting a bit of the lid on what has been cooking.
Creating the game's multiplayer were really only the first step on the roadmap. As single player was the ultimate end goal of making the game. The reason for making multiplayer first was because it allowed the game to be focused on the player aspect first, creating a small controlled game that could be considered more or less complete even without the single player being added.
Now that has developed a fair bit further than originally intended, and the single player aspect of the game has been given a lot more attention. With some test maps being developed, a simple campaign system, enemies and the respective resources. We'll show more of this later.
Right now we want to focus on some of the enemy designs. We've been working long and hard on creating the required enemies for a single player game, and a lot of headway has been made in that department. As some of you can see in our older screenshots, there have been models in development from the very beginning. Though attention towards completing these has been diverted to other areas for a while. That being said, during the last year, a lot of work has gone in to bringing a base roster of enemies to completion. One of these has already made it into the game (though so far only as a playermodel). The others has been worked on at the same time, to make sure that the first models made don't look noticeably worse or different from the last ones made.
The golem will be a heavy tank character that will unload a hellfire of Gotlung gun ammo on toward you. A smaller less armored variation of this character is planned as well, which will drop grenades on you from above.
Notice that none of these models are 100% complete at this stage. There's still cleaning up to do, and a mudbox detail pass to really get them completed where we feel they can be used to bake the details onto a low-poly mesh.
As you can see, there's going to be a sort of army class of enemies that got similar features. But will act and look slightly different from each other. Once textured, their colors will distinguish them further as well. For instance, the Pawn will fire single cartridge shots at you, while the Soldier will be carrying a Shotgun, the Enforcer will be firing bursts of cartridges, and the commander will be using his deadly Tesla coil to rend your flesh from your bones.
There will also be a selection of monster enemies such as the Gorger and Aswang
The Gorger, a massive lump of flesh dashing towards you with it's big chompers is looking to make you into minced meat, while the Aswang, a lot more nimble, will leap long ranges to reach you where you thought you would be safe.
Higher ranked enemies will be more elaborate though. Such as the Vizier , a powerful religious leader in Sil'ocy's heirarchy. This battle ready warlock will have an aggressive attitude towards you, but will offer a helping hand to it's fallen brethren.
While the Bishop, the Viziers superior, will have more control over what happens to YOU.
That will be all for now, we still have a lot more things that has been worked on. But I will save that for the time being.
In the mean time I'd suggest you take a look at the VOD from last EU cup we had this summer. It was a great show of skill from the players and as always a great many thanks to Jehar of Tastyspleen.TV for hosting it.
Happy new year to all of you. And look out for more updates in the near future.
Last weekend Doombringer EU cup #2 was played out and there were a lot of really close games. A lot of gratitude towards anyone and everyone who came...
No articles were found matching the criteria specified. We suggest you try the article list with no filter applied, to browse all available. Post article and help us achieve our mission of showcasing the best content from all developers. Join now to share your own content, we welcome creators and consumers alike and look forward to your comments.
A standalone game based on Xonotic which included extended weapons, maps, vehicles, buildable buildings, mounted weapons, spell casting, monsters, player...
Doombringer is a first person action game predominantly inspired by old school shooters like Quake 1, Quake 3 and Doom.
Let it Grow is an adventure first person game, with narrative components, focussed in exploration and resolution of puzzles in which every object and...
You have to survive on this haunted mansion and kill all the ghosts that want to take your soul, in the best arcade retro way.
1996 called and asked for SUPERHOT. We delivered! SUPERQOT is an unholy concoction of the following bits and pieces: QUAKE by id Software, DARKPLACES...
Just Shoot Fury is a fast paced arena instagib shooter
Katharsis is a first person gothic novel game with Stealth and RPG elements, based on the DarkPlaces engine.
RetroBlazer features elements prevalent in 2D games with a focus on classic running-and-gunning gameplay. You are challenged by a wide variety of enemies...
Take a plunge beneath the surface to discover a wondorous underwater world. Hunt fish and collect loot while avoiding predators and other dangers. Think...
This is a project where I share experience. It's not really for players but for DarkPlaces developers mostly.
No games were found matching the criteria specified. We suggest you try the game list with no filter applied, to browse all available. Add game and help us achieve our mission of showcasing the best content from all developers. Join now to share your own content, we welcome creators and consumers alike and look forward to your comments.
Highest Rated (2 agree) 10/10
Engine of choice if you still dabble in quake one. What can it do? Ton of visual effects & rendering magic. It CAN load Quake 3 maps! Yes, quake 3. All shaders arent supported, but this is one heck of an achievement. Also loads half-life maps. Super customize quake-c code - create console vars on the fly, detect map information like texture names - there is a massive extension list in dpextensions.qc. Colored lighting for your maps. Dynamic lighting. This list goes on. Open source, so you could…
Aug 25 2011 by numbersix