Archon Ultra Tribute
Notice - Scroll Down for Movies & Screenshots :)
Archon Ultra tribute project started as a Quake3Arena clone i wrote.
It was written entirely in OpenGL fixed pipeline (GPU Shaders weren't available back then...)
There was no source code available of Quake3Arena at that time, and the goal of the project was to create an accurate clone of the game, using the same resources (levels, characters, textures, etc.)
After about 1.5 years of work, i was satisfied with the results of the clone.
Game entities were supported (power ups, shields, jumppads, etc.)
I got a lot of help from Skynet & dTag, both working on their own Quake3Arena clones.
After i felt that i reached a solid state of being able to view and interact with all Quake3Arena levels, using my code, i decided to give it a twist.
I turned it into an Archon Ultra Tribute game doing the following changes:
Changed into 3rd person camera control
The game focused around a board game, with rules similar to checkers
When your peace tried to "eat" an opponent peace you enter a battle against it, and the battle is a fight inside a quake3arena level :)
And you choose which advantage you'll have - Unlimited ammo, extra health, etc.
You can cast spells on the board
Here are some movies and screenshots from the game:
Movies:
Download In-Game Video!
Demo:
Notice: If you experience problems, make sure you check "LOG.html", it is many times very helpfull.
Screenshots:
In the end of the project i was very satisfied with the visual aspects of the project. I supported ALL of the "CPU Shaders" of the game, and even exotic levels created by fans worked flawlessly.
However, as it comes to gameplay, i was not satisfied with 2 main aspects:
Collision Detection - When it comes to games, you don't want collision detection to fail. It wasn't at the polished level that real games come out (the good ones...)
Networking - networking was not fast and responsive enough.
I was fairly young when i coded this project, and after maturing a bit, i decided to code a new engine from scratch, making sure i don't neglect Collision Detection & Networking. Creating a really playable experience.
I nicknamed it "Dooake".
Kinetik did the cool soundtrack for this game, and Wil Palumbo did some great story writing for this game, that unfortunately didn't get to be used.