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[WIP] Wolf.3D - oldschool 3D game based on Wolfenstein 3D

Discussion in 'Works In Progress - Archive' started by skovron-81, Jun 18, 2016.

  1. skovron-81

    skovron-81

    Joined:
    Apr 8, 2013
    Posts:
    15
    I recently started working on an oldschool 3D game project based on Wolfenstein 3D.
    The first idea was to recreate old good game engine from Wolfenstein (and in later time also from Doom and maybe Quake) in Unity 3D. Then it cames idea of creating full game because making any engine You need some gameplay to test it. So I'm creating Wolfenstein 3D's clone (I'm not going to make it the same as the original) concentrating mainly on the engine/editor part of it.

    Currently I'm working on level/map editor and actors (sprites, AI).

    I have prepared the video showing some capabilities of the editor made inside unity and some early stage of gameplay.


    And here some screens.

    Editor_05.jpg Editor_06.jpg Gameplay_01.jpg Editor_02.jpg

    Any feedback, ideas and constructive criticism welcome.
    Thanks, HealthbarGames
    http://healthbargames.pl
     
    Last edited: Sep 13, 2016
  2. skovron-81

    skovron-81

    Joined:
    Apr 8, 2013
    Posts:
    15
    Recently I was working on my new home page http://healthbargames.pl where I will be posting about my work and projects. The old one (made with page creator) needed some refresh for a long time.

    As for the current project, I have added functions for placing actors in the map editor.
    You can define actor prefabs in game definition and then place those actors in the level from the map editor.
    By highlighting, placed in the level actor and using arrow keys on the keyboard You can set initial orientation for this actor. As in the original Wolfenstein 3D You can set one from eight directions.

    Here's movie which presents this feature on my official YouTube channel (https://www.youtube.com/channel/UCiCdifoEyr7FVLtELkuM_Qw).



    Any feedback, ideas and constructive criticism welcome.
    Thanks, HealthbarGames
    http://healthbargames.pl
    http://twitter.com/HealthbarGames
     
  3. CaptCanada

    CaptCanada

    Joined:
    Feb 3, 2013
    Posts:
    272
    Hmm, looks very interesting. I am concerned though with the use of the original game's assets in your version. I don't think it's a good idea, even though I am sure you don't plan on releasing it and it's just a learning project.

    I was also thinking, why would I play this instead of the actual Wolf3D? There appears to be no differences between the two and thus no incentive to play your version.
     
  4. skovron-81

    skovron-81

    Joined:
    Apr 8, 2013
    Posts:
    15
    Yes, You're right. Firstly it was only kind of learning project inspired by my earlier project - Minecraft clone, which hasn't been done finally but gave me nice code base for generating levels/worlds made of quibic blocks, like it is (to some degree) in Wolfenstein kind of games. The idea was to make oldschool game engine (not the game itself) using modern technology. For developing game engine I needed some content (mainly textures) so I used those (available at some game-art oriented websites) pictures as placeholders or proxy testures.

    Now, when I am sure that I am making the game it's right time to create own, dedicated content but what prevents me from doing this right now is partially related to Your second paragraph. I mean, i can not decide whether to make straightforward clone of Wolfenstein (of course with some new elements and gameplay mechanics) where players could feel somehow atmosphere or mood of the original, or rather to make totally new story (based on the original or connected to it somehow) in new locations with new enemies.

    I hope that after making this project publicly available, people will comment and discuss it and in this way will help me choose right way.

    Thanks for comments.
     
  5. KelsoMRK

    KelsoMRK

    Joined:
    Jul 18, 2010
    Posts:
    5,539
    Wolf3D has been open source for years.

    The editor tools are neat regardless of what you end up doing with the end result. Nice work!
     
  6. skovron-81

    skovron-81

    Joined:
    Apr 8, 2013
    Posts:
    15
    Hello.

    Thank You for Your comments - it helps keep good motivation making this project.

    I have extended the map editor with some new functions.
    Recently I added feature to fill closed map areas with selected texture based on flood fill algorithm.

    Here's Flood fill algorithm in action:


    Please subscribe to my YouTube channel if You would like to be notified of progress I make with this project.


    Thanks, HealthbarGames
    http://healthbargames.pl
    http://twitter.com/HealthbarGames

    https://www.youtube.com/channel/UCiCdifoEyr7FVLtELkuM_Qw
     
  7. Knightmore

    Knightmore

    Joined:
    May 11, 2012
    Posts:
    227
    The first thing I thought was: "The developer is for sure not german!" :p
    If I would try to create such a clone with all those symbols and then release some public footage, I could count the days until I would get some nasty mail. :eek:

    Those videos somehow remind me of those nice old windows maze screensavers. It's time to get nostalgic :oops: