What is Quake-Hack?
So, I was working on some map tech to build a persistent Quake world from individual bsp chunks.
My test map was made from bits of dm4 style brushes:
I had 9 of these chunks and they make a decent maze. I was impressed with the way random selection built a map from them.
There were some technical issues. Map entities were not loaded.
If you want to rotate a chunk, you have to perform translation vector math on the origin coordinates of all entities in that chunk.
And doors, plats, buttons, and triggers are a serious pain in the kiester!
I will not give up:
I also have a parallel development using the same tech to build an outdoors map from biomes:
Reprise: what is Quake-Hack?
In my imagination it is a nethack style adventure through the original quake one world
with endless challenge, levels built of: pieces of all the quake one levels + mission packs and user supplied map resource kits,
choice of: all original items - mission pack added in - more wild new weapons,
and a possible bonus of a rolling series of DLC style add ins with new elements.
There will be boss rooms, that once you enter lock the doors. To leave you have to defeat the boss.
Then you get a special item, rune, new weapon or other treasure.
A possible option will be the perma-death of rogue-likes. I like this because savegame is giving me a hassle.
Will it be an all interior dungeon style adventure like the original, or a romp through strange outdoors with occasional buildings?
Will there be RPG style elements, like food, trading goods, seeking clues, a buy stuff guy, and upgradable stats?
These and other choices remain to be made. I'm hoping to build a following on my patreon site to gather feedback.
The beta is currently available: Quake Hack beta 1.4.3
You are all welcome to give that a try.
How is development going?
Well, I just got back to the code from one of those life hiatuses.
I now have a solution to one of my most difficult problems with the biome generation system.
That is my next bit of code to tackle on this project.
When that is ready, I want to put together another beta demo, this time with the outside world system.
One quirky issue in the beta is some sound problem. Wander around long enough and all sound except ambient cuts out.
This may be related to how many entities are created and "live".
What do I think the biggest stumbling block is right now?
Map chunks. For sure.
Outside chunks are a challenge because I want to retain the quake one style. But quake one has very few outdoor areas.
Inside chunks are a super challenge. Not only do bits of maps need to be put into a specific format.
They all need to connect and build a random map in a pleasing and playable fashion.
This part of the process is very time consuming.
What would I like to see included?
Support for some of the cool mods that many of you have built!
(I'm looking at your Small Mod, Seven.)
I welcome your feedback, regardless of backing on patreon.
If you are interested in backing my projects on patreon and want to participate in the creation process,
I will make sure you have access to the latest test snapshots and code.
I will also give anyone who provides ideas and advice credit in various places, including links to your projects.
Is this all?
No!
The main purpose of making the tech is a stand alone game with no connection to quake.
One that I can sell. In the coming months I will be posting details about that on Six Gaming.
Quake on brothers (and sisters)!
So, I was working on some map tech to build a persistent Quake world from individual bsp chunks.
My test map was made from bits of dm4 style brushes:
I had 9 of these chunks and they make a decent maze. I was impressed with the way random selection built a map from them.
There were some technical issues. Map entities were not loaded.
If you want to rotate a chunk, you have to perform translation vector math on the origin coordinates of all entities in that chunk.
And doors, plats, buttons, and triggers are a serious pain in the kiester!
I will not give up:
I also have a parallel development using the same tech to build an outdoors map from biomes:
Reprise: what is Quake-Hack?
In my imagination it is a nethack style adventure through the original quake one world
with endless challenge, levels built of: pieces of all the quake one levels + mission packs and user supplied map resource kits,
choice of: all original items - mission pack added in - more wild new weapons,
and a possible bonus of a rolling series of DLC style add ins with new elements.
There will be boss rooms, that once you enter lock the doors. To leave you have to defeat the boss.
Then you get a special item, rune, new weapon or other treasure.
A possible option will be the perma-death of rogue-likes. I like this because savegame is giving me a hassle.
Will it be an all interior dungeon style adventure like the original, or a romp through strange outdoors with occasional buildings?
Will there be RPG style elements, like food, trading goods, seeking clues, a buy stuff guy, and upgradable stats?
These and other choices remain to be made. I'm hoping to build a following on my patreon site to gather feedback.
The beta is currently available: Quake Hack beta 1.4.3
You are all welcome to give that a try.
How is development going?
Well, I just got back to the code from one of those life hiatuses.
I now have a solution to one of my most difficult problems with the biome generation system.
That is my next bit of code to tackle on this project.
When that is ready, I want to put together another beta demo, this time with the outside world system.
One quirky issue in the beta is some sound problem. Wander around long enough and all sound except ambient cuts out.
This may be related to how many entities are created and "live".
What do I think the biggest stumbling block is right now?
Map chunks. For sure.
Outside chunks are a challenge because I want to retain the quake one style. But quake one has very few outdoor areas.
Inside chunks are a super challenge. Not only do bits of maps need to be put into a specific format.
They all need to connect and build a random map in a pleasing and playable fashion.
This part of the process is very time consuming.
What would I like to see included?
Support for some of the cool mods that many of you have built!
(I'm looking at your Small Mod, Seven.)
I welcome your feedback, regardless of backing on patreon.
If you are interested in backing my projects on patreon and want to participate in the creation process,
I will make sure you have access to the latest test snapshots and code.
I will also give anyone who provides ideas and advice credit in various places, including links to your projects.
Is this all?
No!
The main purpose of making the tech is a stand alone game with no connection to quake.
One that I can sell. In the coming months I will be posting details about that on Six Gaming.
Quake on brothers (and sisters)!
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