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Soik devil daggers
Soik devil daggers








  1. #Soik devil daggers update#
  2. #Soik devil daggers full#

I think you're nitpicking the word 'custom' a little too much. I can accept that it wasn't ever intended to be used for anything else, but as long as source is available that doesn't really matter. I am also convinced Sorath never intended to release their engine to the public to be used by anyone else (or for anything else for that matter). That is why custom engines work so well, you can create everything you want yourself, and you know exactly how it works. Of course, they could have implemented it, but why would they if they were never going to use it? The best example I can think of is that Devil Daggers's engine doesn't support any vertex collision checking, instead it uses simplified formulas to calculate distances between instances and basing collision detections off that, simply because it doesn't need to do any vertex checking, and because it makes everything run faster. Each custom engine implements these things differently as well, according to their needs. If you don't need any of these things for your game, you don't want them in your custom engine.

#Soik devil daggers update#

An engine is supposed to be a layer under the actual game programming, an engine should provide things such as handling update loops, rendering, shading, physics, GUI, loading assets, game element hierarchies (such as having base classes for certain abstract entities), collision handling, network, audio, etc. I never said it had anything to do with assets, it doesn't. I also think what I said wasn't completely clear. Just because it is an engine doesn't mean you're supposed to make multiple games with it, let alone letting others use it. Unity and Unreal) and a custom engine (what we're talking about here).

soik devil daggers soik devil daggers

It's got that PS1 texture wobble with the capacity to do astronomically more than the PS1 could ever have generated.įirst off, I think there is a huge difference between an engine (e.g. I think of all the 'retro' garbage from recent years, this is the only thing that's really excited me visually. I'd love to see a remake of Descent to Undermountain in this engine. So long as Sorath provides source, a potential licensee should have everything they need to modify it as necessary for whatever they want to do. An engine is separate from graphical and audio assets.

soik devil daggers

I'm not related to Sorath in any way, but I think I have enough knowledge about game development to say that this "engine" is pretty much bound to Devil Daggers. At most I think they could modify and re-use the engine if the game is very similar. Honestly I don't think even Sorath itself would use the engine for another game, they'd most likely create a new one that meets the requirements they have for their new game.

#Soik devil daggers full#

You can't compare it to something like Unreal or Unity (which have full IDEs and documentation which I'm almost 100% sure Devil Daggers's "engine" doesn't). Letting anyone else use it would be practically pointless as they would have no idea how it works.

soik devil daggers

(To me, Hyper Demon looks more disorienting in videos and gifs than it actually feels when playing, but if I'm wrong, I can't think of a more valid use of the Steam refund system than feeling ill.Originally posted by xvlv:It's because this engine was specifically created for Devil Daggers, and most likely changed during development to meet the game's requirements. I'm Matthew McConaughey in Interstellar, except I have a wizard gun and no patience for five-dimensional aliens. In Hyper Demon, it doesn't feel like I'm navigating a real 3D space so much as gliding through reflections and lenses. It's a lot to take in, although 1994 game Descent would be more likely to make me queasy. "Holographic" red images warn you about enemies approaching from behind, and the wildest feature, a dynamic field of view that can reach up to 180-degrees, can make it look as if the world is being reflected on a silver orb in front of you. Somehow, you have to do all of this with your face pressed against the side of a hyperspace tunnel. Resource management is interesting: Keep shooting and you won't absorb gems, which power up your basic attacks, but that can be helpful, because you can alternatively wait for a good moment to suck them into your gun for a laser attack. Your main weapon only has two basic attacks-dagger machine gun or dagger shotgun, basically-but there are complex ways to manipulate enemies through movement abilities and to turn gems and other powerups into kaleidoscopic laser attacks. Mercifully, there are built-in tutorials, so you don't have to figure out what a "Dagger Jump + Stomp" is on your own.










Soik devil daggers