Well, I've always been a big fan of FPSes, so I wanted to try to see if I could pull off making a raycaster. So, I made a top-down maze-style "game", then focussed on getting the raycasting to work. It's based off of what Isaac Games has done with raycasting, and I've also got a "shoot" function, though it only works once (so far).
That being said, unlike my earlier releases, this isn't really a game, more of a "baseline" that I might use to make raycast FPSes in the future. I still need to work on stuff like textured walls, doors, enemies,, some fine-tuning, "smooth" walls, and maybe even actual levels. That's a ways off, so I hope you enjoy what I've managed to do so far!
I think the ground should be light blue because it's obviously made of ice.
Just a small update, but I managed to add textured walls, and dithered the floor a bit to help create a feeling of distance.
i like the dithering, but i think the walls ought to have dithering too otherwise it's kinda weird. maybe the dithering shapes around the walls too?
Very nice but it's still waaaaayyyyyy too slippery for its own good.
So, it's been some time, but I've gotten a long way with adding things! Aside from making the controls less slippery, I've gotten sprites, maps from code, and sector data (for once enemies are complete) in the game! That being said, I'm having issues with being able to see sprites, so that's really bugging me. Sometimes, I can see them through walls, and other times, I can't see them even if they should be seen. Also, the scaling/position on the enemy sprite is still a little off. Any idea just what I'm messing up?
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