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Obviously the lighting and shadows will take a lot of work, but otherwise it looks great!

I just started playing this for the first time ever (I bet you're all jealous :P) and I hope you are able to accomplish this. The game is massive! A DOS game with such a large file size? This will obviously take a lot of work.

I wish I had the skillset to help, but I'm only a lowly gamer. It would be nice if you could get enough people to join in the work and do a kickstarter campaign for it. I would commit to that and I've barely gotten into the game, the atmosphere is just soo awesome.
Post edited December 17, 2014 by bad_habit
I commend your effort, though the room looks a bit too bright and neat for a haunted mansion. :) Otherwise looks great; I can't wait to see it in a demo. The graphic style looks great for Raquia and Arqua. I'd definitely fund this on Kickstarter, this game is awesome.
Yeah. As I've explained before the lighting is pretty much a placeholder. It won't be finished in quite a while.

As for the Kickstarter, wow, I'm happy you guys are so thrilled about this! It really is tempting, but the game rights are apparently a nightmare to obtain, what with Gremlin acquired by Urbanscan and Interplay keeping them tight after Bethesda acquired Fallout. I'll keep working on it for free, it's safer that way. Maybe I'll collect some donations if some extra assets are required, but I really doubt it comes to that.

Besides, it's still a long way before it even reaches pitch-level heights. I'll keep toiling on this. We'll see what happens as time goes by :)
I've been wondering why some companies insist on just sitting on their rights to a 20-year-old game which doesn't really earn them money anymore, when they could hire someone to remake it or even produce a sequel, which would bring tons of cash. The popularity is already here, there are lots of people who remember RotH fondly.

Anyway, I dig those kind of projects. I remember back when the original Half-Life was still popular and someone made the "Wasteland Mod". I didn't care about multiplayer, but I followed and downloaded it merely for the chance to walk through familiar Fallout locations in first person.
Ok guys, first delivery. It might look a bit disappointing after the dry spell, but had to be done. The following screenshots show my textures folder. Why I'm showing it to you like this and not in engine? Well, for one, because creating the materials is something that will be done next week, second, because I didn't really like how many props were without normal mapping and somewhat low-res and third because christmas is fucking hectic.

I wanted to at least take a comparison screenshot between a new and old material, but that is for next friday. For now, this very, very small glimpse of a major increase in quality that will be observed soon :)

For now, let's let the holidays run their course. I thought I would find peace, but it was not to be (of course).

Again, sorry if this seems little, but I promised you guys I would post weekly progress, so here we are.

Cheers.
Attachments:
Please oh please keep it coming. Did you manage to get your hands on a programmer yet? Luckily a lot of the coding is pretty much trigger events. The hardest parts would indeed be A) Cutscenes, B)Animations, and C)Level Design.
What you need to do (Which it already looks like you're doing) is focus solely on greyboxing the levels and then going through and detailing them.

The game mechanics would consist of a simple weapon system with basic projectiles. And object interactivity. Of course you've got movement but that comes pretty stock and standard :)

Question, are you using UE4? Or UDK? Because you don't have to be a fully fledged programmer to be able to whip up some simple mechanics that this game uses since the arrival of Blueprints :)

Keen to see more!
Textures look great...!
Happy new year guys! I've been resting down the New Year's party and stuff (here in my country we party HARD), and this week I'll be away again to receive some friends from overseas.

However, I've been tweaking on what little free time I've had and I've managed to get some satisfactory particle systems for candles and such. Subtle effects, but took a bit of fiddling around with Cascade.

Ethan, I'm using UE4, and as you say, it's a breeze to do stuff on Blueprint. However, I would still prefer to outsource that part given that, while it's easy, is not the kind of thing I particularly enjoy doing. However, if need be, I'll do it myself. As for weapon systems, it would take two, one with it-scan projectiles and the other one with entity-based projectiles. Also, I'm a bit indecisive between emulating the full mouse HUD or using just the crosshair, given that the first option would probably be more difficult to implement. We'll see how it goes.

Expect updates to resume on the 16th. As usual, I'll be dropping by to answer and comment on whatever you guys have posted.

Cheers!
Post edited January 05, 2015 by spectre0902
So, update.

This last week was a slow one, mainly because I had a bit of a block editing. So, I worked on other things.

Therefore it is with great pleasure that I announce that this project has a programmer on board. He's an old friend of mine, and I can vouch for his skills. He became addicted to RotH when I introduced him to it (which was pretty much what I did this week). He is unfamiliar with Unreal Engine 4, though, so it will be a couple of months before we see his results.

On the other hand, I would like to pose a question. In Unreal Engine 4 is quite trivial to build a level with the finished meshes on the go. It takes roughly double the time than blocking everything with CSG (the gray blocks), but it doesn't take as long as all that. SO, the question (and the premise) is: I could upload a vertical slice of mansion gameplay on an untextured, gray-only blockout with some lighting tests for you to try, or you could way double the time for a meshed, textured version. The blocking would take me around two months, the meshed version would be available on June (if I start working on it now).

Also, my thesis work begins on July. I won't be DROWNED on work per se, but I do think my mind will be somewhere else, so expect less frequent updates after July.

See ya around.
Just came back to ask how it goes with the work thus far.
Looking forward to a play-test of the begenning area, just before one enters the secret bookcase door.
No need for massive scripts or the like, but some "place holder" textures and the like would be cool...
Just to see how well it runs and to get an idea of how the game over all compares to the old, ya know?