Pedro
Admiral
I'm editing this page to keep a single thread for WC4 Remake updates.
Latest trailer:
Latest shot:
Original first post follows:
Inspired by Howie Days amazing WC1 project Definance Industries has helped me put together the first bit of a gameplay test of the WCIV remake.
It's super early days; to be honest I hadn't done any gameplay work at all until now, but I was rather envious of having something playable to develop in, and whilst I've not put much time into this it should be said that Defiance is an unstoppable modelling machine and I felt somewhat guilty for not representing that.
So the past the couple of weeks has seen:
Homing missiles
Engine flames
Very basic enemy motion
Shields
Lasers
Explosions
Sound effects
Spinning debris
External camera
The HUD system (so far only being used to update the Radar; it's pretty impossible to find an enemy without one! )
The moving throttle and joystick are also quite recent editions
So as not to do Defiance a disservice I should point out that all effects so far are programmer art, free textures (plus one purchase) and pre-first pass particle effects. Things will definitely improve once I expose the particle editor to him.
It's been an on and off project, despite not having done any gameplay work there have been changes that I imagine no one here cares about (nor should they) such as switching over to the Vulkan rendering API and improved loading and effect management. The remake is secondary to the primary task of updating my own engine, so progress is likely to be pretty slow.
Some progress has also been made with Grims help in figuring out the files formats.
It uses a hierarchical system, and one entity definition can reference many others; for instance the debris is a single model, but each piece is has the following lines:
- EntityWithID: RazorDebris6
Inherits: [Debris/DebrisSection]
Where RazorDebris6 is an example bone name. Which is enough to set them up with their own motion, collision and particle effects.
The AI's use the same inputs as the player
The codebase design means that support for multiple titles file formats can be added without cluttering up the codebase (scripting will mostly be driven by the event system).
The remake will require WCIV and use the original file formats (and in time WC3 and WCP).
Since it's quicker for me I haven't revived the graphical editor (there is one, but I won't unless anyone is interested). It won't be that mod friendly without it; but as the aim is to support the existing file formats I'm hopeful that I will be able to bring existing WCP mods over to it in time.
Latest trailer:
Latest shot:
Original first post follows:
Inspired by Howie Days amazing WC1 project Definance Industries has helped me put together the first bit of a gameplay test of the WCIV remake.
It's super early days; to be honest I hadn't done any gameplay work at all until now, but I was rather envious of having something playable to develop in, and whilst I've not put much time into this it should be said that Defiance is an unstoppable modelling machine and I felt somewhat guilty for not representing that.
So the past the couple of weeks has seen:
Homing missiles
Engine flames
Very basic enemy motion
Shields
Lasers
Explosions
Sound effects
Spinning debris
External camera
The HUD system (so far only being used to update the Radar; it's pretty impossible to find an enemy without one! )
The moving throttle and joystick are also quite recent editions
So as not to do Defiance a disservice I should point out that all effects so far are programmer art, free textures (plus one purchase) and pre-first pass particle effects. Things will definitely improve once I expose the particle editor to him.
It's been an on and off project, despite not having done any gameplay work there have been changes that I imagine no one here cares about (nor should they) such as switching over to the Vulkan rendering API and improved loading and effect management. The remake is secondary to the primary task of updating my own engine, so progress is likely to be pretty slow.
Some progress has also been made with Grims help in figuring out the files formats.
It uses a hierarchical system, and one entity definition can reference many others; for instance the debris is a single model, but each piece is has the following lines:
- EntityWithID: RazorDebris6
Inherits: [Debris/DebrisSection]
Where RazorDebris6 is an example bone name. Which is enough to set them up with their own motion, collision and particle effects.
The AI's use the same inputs as the player
The codebase design means that support for multiple titles file formats can be added without cluttering up the codebase (scripting will mostly be driven by the event system).
The remake will require WCIV and use the original file formats (and in time WC3 and WCP).
Since it's quicker for me I haven't revived the graphical editor (there is one, but I won't unless anyone is interested). It won't be that mod friendly without it; but as the aim is to support the existing file formats I'm hopeful that I will be able to bring existing WCP mods over to it in time.
Last edited: