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DHS.NU news article
Ray of .tSCc. is a rather new person to the demo scene. He has alot of interesting projects going and he recently joined .tSCc. You can read about his future Wolfenstien 3D game for the ST in the little interview below.
DHS:
Hello Ray!
Recently you joined the .tSCc.-team, how would you describe the situation in .tSCc. ? Is the crew active now (after a few years more or less in sleep) ?
RAY:
Hi Anders !
Well, somehow it's hard to tell about the situation in .tSCc. To me it seems like everyone is having his own tasks, more or less .tSCc. related.
But anyway our 38ktro 'centauri', well we didn't manage to finish at the STNICCC 2000, is in progress and it shall be released within this month...
DHS:
There has been some talk about a Wolfenstien game for the ST made by you. Is this true? If so, is the game a straight port of the original Wolfenstein 3D, or will it be a new game?
RAY:
Yeah, that's true...and it's gonna be more like a port (at least of the gfx and sounds and stuff). The engine will be a complete rewrite optimized for m68000/st, of course.
DHS:
When you are coding this game, are you writing certain parts in C (or anohter high-level languange) or are you writing everything in assembler? In that case, why?
RAY:
Well, to be honest i never seriousely thought about that... In any case the main gfx/game engine will be written in asm. But since Wolf 3d's menus are quite simple I'm coming to the short conclusion of writing the whole game in asm.
(...on the st i didn't do any serious high-level stuff for about 2 years or something...hence i've become more and more familiar with 68k asm)
DHS:
An unavoidable question when it comes to these type of games is how fast it runs. I understand you are using chunky-to-planar technique to speed up the texturemapping, how fast do you think the completed game will be? With sound and enemies?
RAY:
That's a complicated one... I think at this point it's hard to talk about speed - as I've learned from you the c2p conversion can be optimized up to 25 fps (putting nibbles and stuff) and a basic raycaster without doors, sprites, sound and especially the enemy-engine shouldn't be a pretty hard cpu-usage.
But as I said 'basic'... after adding all those things I'll expect the framerate to fall down to about ~8-12 fps !
(well, Unique Developments' Substation didn't do texturemapping, so they could get it at ~20 fps out of a standard STe...)
DHS:
And the last question for this short query. Do you have a time-plan for when the game will be finished and release? And will you release some test versions to "show off" the engine before the actual game is finished?
RAY:
Well, the RD-developments demo-engine was a huge piece of crap since it didn't use the c2p-technique and all the procs were thrown together to just make it run.
At the moment I'm working on a brand new engine, besides 'centauri' and my new homepage. I can't tell you about the release date yet but as soon as my new homepage will be done and up you should be able to get more info and of course some test-engines via 'http://www.ray-tscc.de.gs'.
DHS:
Thank you Ray for taking your time for this mini-interview, I hope everything will go well the game and .tSCc. !
RAY:
No problem, thank you...
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