DarkWolf released |
If you've ever played Wolfenstein 3D you'll like this freeware game. DarkWolf contains 24 levels including 3 bosses. Controls: mouse - look around, W, S, A, D - walk, left mouse button - shoot, SPACE - open doors and secret walls, 1, 2, 3, 4 - select weapon. Made by FOKA Studio. Available here. Vista/Windows 7-compatible. |
4 posters
DarkWolf released
Schabbs- Extreme Wolfer
Number of posts : 3036
Location : London, England.
Job : Retired
Hobbie : Playing Wolf3D/ROTT, eating out, travel, music, snooker
Registration date : 2007-03-24
- Post n°1
DarkWolf released
Brian.
Cat Productions - mapper
linuxwolf- Bring em' On!
Number of posts : 160
Age : 42
Location : Australia
Hobbie : Games
Registration date : 2011-12-25
- Post n°2
Re: DarkWolf released
What engine was used to make this game?
doomjedi- Hardcore Wolfer
Number of posts : 1378
Age : 45
Location : Israel
Hobbie : Gaming and Modding, Pixel Art
Registration date : 2007-03-26
- Post n°3
Re: DarkWolf released
Some nice art, but the final result is lame gameplay-wise, control-wise....So lame.
adsr- Wolf3d n00b
- Number of posts : 3
Age : 40
Registration date : 2013-03-29
- Post n°4
Re: DarkWolf released
@linuxwolf
I didn't use any engine, everything is written in pure C++ and OpenGL.
@doomjedi
I know there are so many things that should be improved, but this is an amateur product. I was creating it in my free time for fun. Maybe the next version will be better.
I didn't use any engine, everything is written in pure C++ and OpenGL.
@doomjedi
I know there are so many things that should be improved, but this is an amateur product. I was creating it in my free time for fun. Maybe the next version will be better.
linuxwolf- Bring em' On!
Number of posts : 160
Age : 42
Location : Australia
Hobbie : Games
Registration date : 2011-12-25
- Post n°5
Re: DarkWolf released
I'm impressed. Did you build your own content creation tools as well?adsr wrote:@linuxwolf
I didn't use any engine, everything is written in pure C++ and OpenGL.
Don't despair. We like your game very much.adsr wrote:
@doomjedi
I know there are so many things that should be improved, but this is an amateur product. I was creating it in my free time for fun. Maybe the next version will be better.
adsr- Wolf3d n00b
- Number of posts : 3
Age : 40
Registration date : 2013-03-29
- Post n°6
Re: DarkWolf released
The main code is written in C++ with Open Watcom compiler. Map editor was created in Visual Studio C# 2010 Express, so it needs .NET Framework to run. I also made plugin (in python) for Blender to export 3D models to md2 format. I can share these things. Map editor is universal and can be adapted to other projects.
doomjedi- Hardcore Wolfer
Number of posts : 1378
Age : 45
Location : Israel
Hobbie : Gaming and Modding, Pixel Art
Registration date : 2007-03-26
- Post n°7
Re: DarkWolf released
Yeah, don't take it too hard. Just listen well to feedbacks on this one, and you'll get better, even fastadsr wrote:
@doomjedi
I know there are so many things that should be improved, but this is an amateur product. I was creating it in my free time for fun. Maybe the next version will be better.
For me - the enemy models are lifeless and unanimated, they just fall back like stones...there is no dynamics...also they don't move much, just stand there, which is boring...
The controls are only good for those who is use to them, and I'm not one of those. I'd prefer standard wolf3d keyboard controls.
The game and movement is too slow and non-wolfish.
It's unlogical to see gun and no player's hand on it.
Textures are too small for this wall height/resolution, which makes their pattern too repeatable, unrealistic, like trying to build huge wall with small and repeatable minecraft bricks.
adsr- Wolf3d n00b
- Number of posts : 3
Age : 40
Registration date : 2013-03-29
- Post n°8
Re: DarkWolf released
Thank you for your opinion. I will take into consideration your advice
In fact, I made each element of the game myself - textures, models, source code, even music(except sounds) and that's why I didn't spend so much time to do everything well.
In fact, I made each element of the game myself - textures, models, source code, even music(except sounds) and that's why I didn't spend so much time to do everything well.
doomjedi- Hardcore Wolfer
Number of posts : 1378
Age : 45
Location : Israel
Hobbie : Gaming and Modding, Pixel Art
Registration date : 2007-03-26
- Post n°9
Re: DarkWolf released
Well, great effort then. I'd never have managed to pull something like that off myself.
I'm a team player when it comes to modding, as it gives me an oppotunity to focus of areas I desire most.
I'm a team player when it comes to modding, as it gives me an oppotunity to focus of areas I desire most.