So, Since 2014, I've learned a LOT about how BYOND works internally. I've also gotten a ton better at programming, mathematics, pixel art, and level design. With 511 coming, I can fix some problems that make dawncaster non-viable, like the lack of controller support, the appearance churn generated by the render update loop (560+ churns 20 times a second is a LOT to ask of the engine.), etc. I know how to optimize a lot of the trig the game does using BSP now, and I've got some ideas for possibly improving the raycasting algorithm in general.
Where I continuously fail though is in actual game design. As in, designing playable content. Dawncaster was made in 36 hours. The minute I was done with the hard systems and had a few demonstrable enemy types and I'd exhausted my ideas for how to flesh out the systems I'd designed into content, I struggled to keep interest in the project long enough to finish my 48 hour development period.
I've had a lot of thoughts about revisiting dawncaster with an eye for what I've learned since.
One of the things that I've consistently attempted to explore is floor and ceiling casting, but given BYOND's limitations it's just not possible. Angled, curved, and non-tile-bound walls are entirely possible though with a little bit of work.
I have ideas for how to make the engine give a better play experience. I just have no idea how to market a game that runs at a 320x240 resolution and basically can achieve nothing more complex graphically than 1992's Wolfenstein.
Anybody got any ideas for how to proceed when my time with Epoch is up? Do you think the gameplay could even be made into something interesting enough to justify a modern gamer shelling out $5 to play?
May 12 2016, 11:36 pm