hi FilmGamerJ,
Np, thats ok. Firstly, thank you for your interest in my project:)
I am not sure, if i understand your question correctly more so, i am afraid i dont have the knowledge to understand what you mean correctly ! But heres what I can tell you,
By duplicating the original assets, you mean i redraw the sprites? During playing, i make a screenshot of the walls, and try refit them to a specific pixelsize. I played around a lot in the past with wall sprites/bgs. I found out for a boomer shooter, the "wall size" that works best, is either 32 x 32 or 64 x 64 pixels. Whats usually easy to replicate due its limitation of said pixels. But back to your question, in Hellwombs case they re kinda huge ( i m not even sure if scumhead used symmetrical walls) so i made them 128 x 128 by now, what is quite big in my opinion for a boomer shooter. The thing with such raycasting games is, in the end it doesnt help much or looks any better, even if you set the games resolution higher. With the scaling in the games itself you always loose an amount of details, thats why low tilesized assets ( 32 x 32 or 64 x64) works best. Sorry if i cant answer you any better.
No i dont think my game will look better in case of the assets, but the resolution of my game is 640 x 360. Thats a low 16:9 display but it scales up correctly to any 16:9 display.
Most older fps have the 640 x 480 or 320 x 240 resolution. My goal is kinda make the remake more user friendly and with modern specifications.
The game itself will have new functionality or a different "feel" simply just because its not the same raycaster/engine!
As for the engine, the original is made in, i have a lot of questions. I think you re the one to do so! And do you know how to play hellwomb in fullscreen or if this engine s resolution can be set? Because hellwomb runs in a quits strange resolution? Something with 576 pixels in horizontal. Thank you