{"assets":[{"original":"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2013\/09\/deepstone_under_dev-550x412.jpg","local":"\/data\/posts\/2013\/09\/7c0ec47f5637d8a2dfea07cedcbc79f5.jpg"}],"author_link":"author\/nuclear\/","author_name":"nuclear","cat":"MiniLD","categories":["MiniLD"],"comments":[],"epoch":1379798520,"event":"LD27","likes":11,"metadata":{"p_key":"79431","p_author":"nuclear","p_authorkey":"0","p_urlkey":"288441","p_title":"Progress shot of \u201cDeepstone\u201d","p_cat":"MiniLD","p_event":"LD27","p_time":"1379798520","p_likes":"11","p_comments":"0","p_status":"WAYBACK","us_key":null,"us_name":null,"us_username":null,"event_start":"1377216000","event_key":"18","event_name":"LD27"},"source_url":"2013\/09\/21\/progress-shot-of-deepstone\/","text":"<p>Ok so I think that once again I started writting something over-ambitious, but anyway here\u2019s my progress shot after the first day of coding on my MS-DOS first person dungeon crawler game (not gonna happen): Deepstone\u2026. (details after the pic).<\/p>\n<p>\u00a0<\/p>\n<p><a href=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2013\/09\/deepstone_under_dev.jpg\"><img alt=\"Deepstone under development\" class=\"alignnone size-large wp-image-297178\" height=\"412\" src=\"\/data\/posts\/2013\/09\/7c0ec47f5637d8a2dfea07cedcbc79f5.jpg\" width=\"550\"\/><\/a><\/p>\n<p>I\u2019m running this on my old Pentium 200mmx MS-DOS machine, as seen in the pic. It still sucks a lot, but I\u2019ve got crappy affine texture mapped polygons, 256 color palette managment which automatically manages the gouraud shading color ramps on textured polygons, 3D polygon clipping,\u00a0 and first person shooter-like camera control with free mouselook.<\/p>\n<p>It\u2019s not all from scratch; some of the code I\u2019ve ripped out of a simpler DOS 3D hack I wrote about a year ago. For the most part what I did today was port the code from 16bit BorlandC to 32bit WatcomC, rewrite the rasterizer, write a 3D polygon clipper, and fix horrible bugs all over the place. The 3D scene in this shot was ineptly created in blender.<\/p>\n<p>The idea, which doesn\u2019t look like is going to happen, is to have the player walk around a small pre-modelled dungeon, and collect treasure, while ideally fighting a couple of \u201cmonsters\u201d. Realistically, it\u2019s very unlikely that I\u2019ll find time to add monsters, so it might become just a dungeon \u201cexploration\u201d \u201cgame\u201d (note the amount of quotation marks <img alt=\":)\" class=\"wp-smiley\" src=\"http:\/\/ludumdare.com\/compo\/wp-includes\/images\/smilies\/simple-smile.png\" style=\"height: 1em; max-height: 1em;\"\/><\/p>\n<p>Tags: <a href=\"http:\/\/ludumdare.com\/compo\/tag\/dos\/\" rel=\"tag\">DOS<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/dungeon-crawler\/\" rel=\"tag\">dungeon crawler<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/minild-45\/\" rel=\"tag\">MiniLD #45<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/software-rendering\/\" rel=\"tag\">software rendering<\/a><\/p>","time":"September 21st, 2013 9:22 pm","title":"Progress shot of \u201cDeepstone\u201d","title_was_empty":false}