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I thought this was written in java. Is it in c/c++ then? Kind of impressive how small the files are for the game. the performance is flawless, truly this is one of the few DD56 games that runs very well on my system, congrats on that.

good idea to put keybinds in the pause screen

itd be good if enemies seeing you could be blocked by level terrain and they think you are where they last saw you before being blocked. that way you could double around behind them and see their backs and that'd be nice.

a gamma/brightness slider for the graphics would be nice.

its nice that the guys "pick an angle" and fire on it even after you move, helps make the spike be very useful

I thought this was written in java. Is it in c/c++ then?

During agdg’s deep antiquity (DD7-10) it was written in Java. Now it’s just barely C++ because of Bullet 3D (which fucking sucks, don’t use it if you want reliable stair-stepping) and when/if I rip it out, it will be trivial to recompile it as plain C.

itd be good if enemies seeing you could be blocked by level terrain and they think you are where they last saw you before being blocked. that way you could double around behind them and see their backs and that’d be nice.

A big AI rework is the goal for DD57. I’ll be redoing their behavioral system. Only thing I’m skipping for now is pathfinding as I want them to act reasonably even without any navigation like the enemies in Doom and Quake.

a gamma/brightness slider for the graphics would be nice.

This has proven way more important than I ever imagined

It assuages my engine-dev heart that somebody appreciates the performance (because I haven’t profiled in years at this point). More to come in DD57!