Coming soon to a calculator near you, and based on the hit horror series, I have decided to create a three-part original Slender series. Most elements of gameplay will emulate that of other PC Slender games, but the storyline and mechanics will slightly differ. I don't want to give too much away. As of now, a lot of the game is programmed, with the exception of raycasting, frame-drawing, and creating a map. I also want to improve the AI.
I do have a private repository dedicated to the project for anyone who wants to contribute or help, but there isn't too much left to do. Mainly spritework. Anyone interested can comment or PM.
Whoa! Is this going to be one of those games like Doom?
Or is it going to being something else?
Quote from: SiphonicSugar on September 30, 2015, 08:34:32 PM
Whoa! Is this going to be one of those games like Doom?
Or is it going to being something else?
This gameplay is going to emulate the original Slender: The Eight Pages, with the page collection/static effect when you look at him. It will be a 3-D world, created with a 2-D map and a raycaster. However, instead of simply ending when you complete the objective(s) in the game, there will be an ending that gives a clue as to the next game and the final resolution.
Also, as an aside, I won't detail this, but the last game in the series will be unbeatable without the series save file present in the beginning. The data collected in the first two will be used to create a custom objective that you will need to complete in order to beat it.
Woah thats cool. Do you have any screenshots yet so I could see what it looks like. Also is it greyscale, or just black and white(well, green).
No screenshots yet, as the raycaster/framing engine was the last to be worked on and I have no sprites yet. And it is in 4-level greyscale.
I remember this project from a few years ago and was sad that it was never completed. I am curious about how fast the engine can run, especially since you use grayscale? Also what do you plan to use as an alternative to sound to let the player know when slender man is approaching, since most people won't buy the adapter nor connect headphones to their calcs? I am looking forward for this :)
Quote from: DJ Omnimaga on October 03, 2015, 04:02:53 AM
I remember this project from a few years ago and was sad that it was never completed. I am curious about how fast the engine can run, especially since you use grayscale? Also what do you plan to use as an alternative to sound to let the player know when slender man is approaching, since most people won't buy the adapter nor connect headphones to their calcs? I am looking forward for this :)
It's not a few years old. Maybe half a year :p Right?? And not sure. That remains to be seen. As for game mechanics, its just the static. There is front buffer, back buffer, and dual buffer static. Static on the light buffer means he's farthest (8 units away), static on the dark buffer means he's closer (6 units away), and static on both means he's on you (4 units away). At either 1 or 2 units away, you are caught.
Wait, didn't this project start back in 2010 with Star Trek when you joined Omnimaga? ???
And thanks for explaining :) This sounds like a good idea and I can't wait to see it in action :walrii:
Quote from: DJ Omnimaga on October 05, 2015, 06:37:08 AM
Wait, didn't this project start back in 2010 with Star Trek when you joined Omnimaga? ???
And thanks for explaining :) This sounds like a good idea and I can't wait to see it in action :walrii:
No this is a fairly recent project I started. haha. I didn't even know what Slender was before like a year ago. And thanks. Should be soon.
Aah ok, I guess I confused the project with another.
I think you are comfusing this with the slender on clrhome.org :P
Anyways, good luck with the project, i feel that there are to few 3D games ;)
I've always wanted to play a good 3D game... especially since Gemeni hasn't worked...
@c4ooo Hush lol. It's the same one, but it wasn't up *that* long. lol
@c4ooo and
@SiphonicSugar Yea, well it's gonna be done soon. One or two small routines, sprites and map, then a first compile. :)
Hooray!
Can I be one of the testers?
Goto http://clrhome.org/slender, hit the Beta Test tab, read it and use the link :p
Edit: Page now equipped with a progress bar.
Quote from: c4ooo on October 05, 2015, 09:37:50 PM
I think you are comfusing this with the slender on clrhome.org :P
Anyways, good luck with the project, i feel that there are to few 3D games ;)
I think it might be because when ACagliano was very active on Omnimaga, epic7 was working on a PC Slender fan game.
I can't wait to try the game :)
Quote from: DJ Omnimaga on October 06, 2015, 01:47:33 AM
Quote from: c4ooo on October 05, 2015, 09:37:50 PM
I think you are comfusing this with the slender on clrhome.org :P
Anyways, good luck with the project, i feel that there are to few 3D games ;)
I think it might be because when ACagliano was very active on Omnimaga, epic7 was working on a PC Slender fan game.
I can't wait to try the game :)
Possibly. Also there is now a game progress bar on the project page. Hovering over the bar brings up a table that shows the completion status of various parts of the game.
Cool, I'll check it out. Btw backup your site often, in case one day ClrHome goes the way of RemovedFromGame. X.x
Quote from: DJ Omnimaga on October 06, 2015, 07:04:46 PM
Cool, I'll check it out. Btw backup your site often, in case one day ClrHome goes the way of RemovedFromGame. X.x
I believe Deep has a backup script running weekly :p
What kind of artwork do you still need? Size, what, how many levels greyscale and filetype? I'm not a very good artist, but if I or someone else is bored and makes some sprites on the go, it might help you.
I need a tree, a shack (outhouse), car, oil tanker, silo, rock, the creepy tree from T8P, and a page (I did that already).
Sizes, not sure, but I want to start at the largest size. And however big it would look if you're standing next to it lol.
Largest means pixel x pixel?
Yes, like a tree might be 12x60 px at max size, but might go offscreen.
How do you want to scale up/down? Different sprite sizes or everything software scaling?
I have a sprite scaling routine. The sprite exists in memory as largest possible and the program scales it down based on the return of a distance calculation.
Minimapping is something you should consider to get more speed (for more ram :P) Basicly you have yout textured scaled at several different zoom distances, so when you need to render you can just pick the closest one and zoom out that one. ;)
WOuldn't scaling up many large sprites cause massive slowdowns?
Quote from: c4ooo on October 06, 2015, 11:33:04 PM
Minimapping is something you should consider to get more speed (for more ram :P) Basicly you have yout textured scaled at several different zoom distances, so when you need to render you can just pick the closest one and zoom out that one. ;)
You would think, but scaling once is still more efficient than scaling once AND figuring out which original scale to use.
Would there be enough memory to pre-render each possible scaling level then display them from some buffer/cache, or would such thing be out of the question? In HP PPL, scaling up 300 sprites one by one to form a 20x15 tilemap takes much longer than drawing all of them at original size then scaling up the final result, but again that language is different than ASM and stuff.
I don't think you guys are understanding. The most I'll ever be doing is scaling DOWN. I am saving in memory the largest occurring size of the sprite, and rendering it as a % of that size.
Oh ok, I thought you would also scale things up. That said, I wonder if it could still cause slowdowns?
That remains to be seen in testing. :)