Hi all, i'm working on a 3D top down shooter. The gameplay is mostly inspired by Raven's old Take No Prisoners game (ie. top down shooter with FPS-like controls). I haven't yet decided on a name, so i'm just calling it "vamp" (from vampire, see below why). The game is currently in early stages with placeholder art and there isn't much of gameplay yet, but... well, i wanted to share :-P.
Here is a screenshot from the game and the editor (the shots are from Linux, i use a classic windows-like theme for XFCE and GTK2):
Also here is a video i took from the engine today after i added a console:
The editor is brush-based, like Hammer and Radiant (although it has negative brushes which makes things a little easier when making indoor stuff) and it actually has a similar workflow to Hammer (although it is a bit easier to use). Like with Hammer and Source (or Quake and Radiant), the editor and the engine are fully separate and in fact i started writing the editor about three years prior to the engine (for another engine) :-P.
The engine is a simple engine written in C and uses my LIL scripting language (which is similar to Tcl). The console commands you see in the video above are the same commands which are used in the game scripts (the engine is script driven). It works under Windows, Linux and OS X with native backends for each (except Linux where it uses SDL 1.2 - that is because when i started the engine SDL 2 was still in beta, but eventually i'll port it to SDL 2) and has an OpenGL 1.x backend (it even works on an old Pentium 3 with an integrated Intel i850 GPU i have here :-P). There is also some code for iOS and Android with an OpenGL ES 1.x backend, but the code for those hasn't been updated in years and doesn't work. Finally at some point i also made an Emscripten build (using Emscripten's OpenGL 1.x layer) which worked ok-ish, but it was more for the "hack value" than something practical.
About the game itself... as i wrote, it is a top down 3D shooter (for debugging purposes i can also switch to first person perspective - as shown in the video above - but the final game will be top down only). Story-wise things aren't really finalized, when i started i had the idea that you were a vampire hunter storming a castle where vampires and other creatures live and prey on the nearby villages. The idea was that you'd be a Van Helsing-like character (like in the 2004 movie), shooting creatures in gothic-like castles.
Then the Incredible Adventures of Van Helsing happened :-P (actually it happened earlier, i just noticed it some months after it was released on Steam)
Now, the game isn't *exactly* like the adventures of Van Helsing, but still it is a top down shooter (even if mine has FPS-like controls and Van Helsin has twin-stick controls) and the theme was *too* close. So i decided to scrap that theme idea and go with something else.
And this something else is about a tormented character, bound to a higher being, put in a battle between two demonic factions. The game will chronicle your relationship with your captor, who groomed you as a killing machine and uses you as a weapon against the opposite faction. Style-wise the game will have a visual style similar to Gungrave on the PS2 (i'm talking about the "drawn" texture style mostly... and besides, remember, this is top-down shooter :-P).
So far that is the plan anyway :-). If it wasn't already obvious, at the moment i'm more focusing on the gameplay with the visuals and story taking a back seat for until i actually have things screaming, bleeding (well, they already do... but they don't react to that :-P), attacking you and dying (both them and you) :-P. The screaming bit (not literally), specifically, would be a bit somewhat tricky to do since the engine doesn't have yet any sound code beyond stubs to be filled later.
Generally what still needs to be done is most of the gameplay code, all the assets (right now they are placeholders) like world textures, models, animations, sounds, music (although i'm not sure yet if i'll actually have background music or i'll only do ambient sounds) and of course the levels. What is done is the engine (mostly, some bits are missing but those aren't big deals), editor (mostly) and some gameplay code. What i'm working on now is the core gameplay code (ie. what you'll do in a level) and next i'll try to start experimenting with the visual style (i mean, i want to make it look similar to Gungrave, but that doesn't mean i can actually do it :-P the only two styles i know i can kind of do is oldschool Quake 1-like graphics and still oldschool N64-like graphics :-P) and try to make a single small level that will play close to what i think the final game will be - something like a vertical slice of sorts (minus sounds).
If you want to check it as it is now (note: might crash and burn), you can download (link removed, see below). This contains executables for Windows and Linux (32bit and 64bit). The vamp.exe file is a launcher for Windows and the vamp.sh script is a launcher for Linux. The launcher will be eventually rewritten to also work in Linux and allow key rebinding without launching an external editor (currently all it does is to open notepad with the input.lil script file that contains the key binding commands). Under Windows all you need is working OpenGL drivers. Under Linux you need OpenGL drivers and SDL 1.2 (for debian you need the libsdl1.2debian package).
New executable (December 4, 2015): here it is (760K). It now contains Windows, Linux and Mac OS X executables.
Newer executable (March 5, 2016): here is that too (753K). Like above it contains versions for WIndows, Linux and OS X. Read below for the changes.