If you're looking for more gaming news on this upcoming first person shooter of 'Grind' for the Commodore Amiga 500 and above. Then we have just been informed by Saberman, that not only does this work in progress game have a brand new DevArena map for you to try (Patreon Paywall), but this new update showcases all the latest fixes and features added to the game since then. To coincide with this news, we've got some new footage of the game and further details below.
And here's the latest which includes the previous article details. "Welcome to Dev Arena! This is the brand new version of the previously named 'TestArena' map. Originally made for testing new enemies, items, systems etc. as well as a showcase of all the new features added into the game. In terms of Dev Arena Build v0.6, this is an updated version of the previous DevArena map, showcasing all the latest fixes and features added to the game since then!"
- New "turbo" wall renderer (engine internal) : adds a nice performance boost to all low-end configurations (vanilla a500)!
- Extra optimizations that affect performance across the spectrum (from a500 and beyond) including changes to BSP, faster hitscan and object move evaluations, blitter IRQ speed improvements, faster blitter interrupt processing, faster sprites sorting and more!
- Option to disable/remove non interactive decorations : this can give an additional performance boost if selected, especially in heavily decorated areas.
- Fix for Red screens on startup with various real Amiga setups and accelerators including 030, 040 and 060.
- Fix for crashes after some mins of gameplay with a variety of real Amigas.
- Fix for various sound and music glitches on real accelerated Amigas.
- New renderer 020+ not working with vanilla 1200 in the adf version is now fixed.
- Fix for a script bug with all comparators which was causing various other smaller bugs and inconsistencies in the game's logic.
- A new fix for enemies getting stuck in walls or other objects.
- A proper debug screen for when the game crashes.
- The final implementation of the new explosion particles!
- The final implementation of the new blood particles!
- Chaingun grenade can now bounce on walls!
- Grenades can now be thrown through or above decoration objects and will explode on impact only vs enemies or other destructible objects (or when its time expires).
- Enemies can no longer damage you behind closing (or closed) doors.
- Doors now reopen if player or enemies are in the way.
- Explosion damage is now blocked by a fully closed door.
- Reworked pain state for the Chaingunner and Head enemy to balance them better vs the loaded Pistol and Chaingun.
- A massive amount of new blood and explosion particle gfx have been added and are now used by our new particles system!
- The old Chaingunner enemy has been fully overhauled.
- The Shotgunner enemy now features a new death animation and several tweaks to his frames.
- A redesign of the Head monster's dead body, making it less tall. This obscures the field much less now.
- A brand new replacement for the player missile.
- Player projectiles now properly spawn from the tip of the weapon!
- Player projectiles no longer have stripes when they are close to the player.
- The Chaingun sound no longer stutters, regardless of the frame rate.
- New looping option added to the sfx system.
- Enemy sounds when they are outside a visible sector (f.e. behind a closed door) are attenuated slightly.
- New sound for Grenade bouncing.
- Player will now always react with a pain sound if hit.
- All enemy pain sounds have now changed to growls to differentiate them from the player pain sounds.
- Blood-splat sounds added to the the impaled dummy (inside the arena) when you damage it.
- Amiga - ADF version:
- Minimum: any PAL or NTSC a500 with 512k CHIP and 1mb OTHER ram
- Recommended: a1200 + fast ram
- Amiga - HD version:
- Minimum: any PAL or NTSC a500 with 1.5mb free RAM (512 free chip) + Hard Drive
- Recommended: a1200 + fast ram + Hard Drive
- Game design, gfx, sfx, map design : John Tsakiris
- Original engine code: Krzysztof Kluczek (KK/Altair)
- Additional engine code : Temisu, Remz
- Additional logic code : Remz, Temisu, BSzili, John Tsakiris
- Music : Christoffer Magdalus, John Tsakiris
- ST Music : DMA-SC
- Additional GFX : Dennis Ramberg
- Testing thanks: AmigaBill, B2k_ad, Nikosidis, Saberman
Links :1) Source
epic coding adventure, a playable fullscreen wolfenstein plus engine on a plain A500.
ReplyDeleteAs you can see, Amiga is the most important retroplatform today, with good game releases coming almost every month. Naturally, for good frame rate this needs an A1200, but if people would just have been better at coding Amigas in the 90's, Amiga could have offered as good games as PCs up to year 1995-96 without any better hardware. The Amiga was, however, almost completely abandoned by commercial developers after the fall of Commodore in 1994.
ReplyDeleteWhat's the counter in the upper left corner?
ReplyDeleteIt's called VBI (Vertical Blank Interrupt), divide 50 with this number to get FPS.
Delete100=50fps.
DeleteRight, it' s actually. 1.00 so 50/1.00=50. The higher VBI gets the lower the FPS is.
DeleteI hope in the future they add the options to turn on detailed ceiling and floor texture (like with Gloom Deluxe) - so people with faster CPUs (i.e 68020 and beyond) can enjoy additional enhancements. And once we have multi-level engine for OCS then I think we've finally solved the question of "Can it Run Doom"
ReplyDelete