Caverns == doom

Ok, so the theme definitely threw me. I was expecting Burrowing to win (and kind of hoped it would, because I was going to subvert it as a theme). But seeing as we’re doing caverns, I’ve had to rethink quickly.

A while back, I saw a post by Chris Delay of introversion talking about thier game subversion and I remember him using Doom based level content as test material and it sounded like a fun thing to do. Given that Doom is the ultimate “cavern” shooter to me. I figure, first step is to get a doom file format working. So my plan is to make a Doom->Obj converter. From there, I’m going to load the .Obj in 3ds max and convert it to collada. Bake some stupid texturing into it. Bake some stupid lighting into it. Then concentrate on figuring out some combat based gameplay.

Tools I’ll be using:

  • Horde3D
  • 3DS Max
  • SFML (for the windowing)
  • Visual Studio (duh)
  • Some kind of doom map editor
  • Some kind of physics engine
  • Recast for navigation (AI)

I’m not sure I’ll get everything done, but I guess having some fun content to play around with is a good start.  I guess just using Horde3D’s parallax offset shader thingumy is going to make it look half decent at least. Maybe I should add quake support too. Bleh!