just found out about forcetech/forcemech. that's just mar1na "a thing for heavy machinery" ida loading p3arl into drone talking to her excited abt it and the m3mverse. are you seeing my vision.
Developing my Force Tech game engine using original Thief 1/2 & System Shock 2 assets. Finally added in-game book/note reading! Now levels feel truly immersive - walk around, interact with objects, and read notes naturally.
#devlog#gamedev#indiedev#ForceTech
Added backgroundless book display: signs, notices, etc. Thanks to Tom "telliamed" Harris for his Thief Font Converter’s monochrome font algorithm! 😉 Dark Engine Viewer v0.6.9.2 coming soon. Books may even be readable in simulation mode.
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ALT Thief: The Black Parade running on my Force Tech game engine
The engine needs a real game, not just a resource viewer (Dark Engine Viewer). A simple game idea struck—time to build it. I’ll keep developing Force Tech alongside. As Garrett said: ‘No point waiting. Time to begin.’
#devlog#gamedev#indiedev#ForceTech
ALT
Screenshot from the mission A Very Thiefy Christmas Special for Thief 2, running on my Force Tech game engine
ALT Screenshot from the mission A Very Thiefy Christmas Special for Thief 2, running on my Force Tech game engine
Stress test: all Thief 1 2 System Shock 2 missions loaded into one scene.
The geometry and textures loaded in 8 seconds.
Number of missions: 52.
Number of textures: 2335.
Number of polygons: ~1.8 million.
Total amount of data: ~800 Mb.
#devlog#gamedev#indiedev#ForceTech
In 4 seconds ~17,000 objects were loaded and displayed on the screen, of which ~1600 were unique, the number of polygons was ~1.5 million, ~1500 unique textures, ~90fps or ~11ms on my low-end Radeon RX550.
An acceptable result, I think 😄.
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Described Force Tech's Road Map until the end of 2024 for more transparency and relief of expectations.
These plans are not strict and show the very top of tasks. Some of them could easily take several months to develop.
#screenshotsaturday#devlog#gamedev#indiedev#ForceTech
I am mastering and implementing ECS (Entity Component System) into my Force Tech engine. A large-scale refactoring of the architecture is underway with the correction of old debts. So here is one of the old screenshots.
#screenshotsaturday#gamedev#indiedev#ForceTech
Watched @DigitalFoundry's video about Quake II Remaster by @NightdiveStudio and found that in my #ForceTech, when recreating the Dark Engine, I use the same principles: switched from BSP to Octree, per-pixel dynamic lighting, etc. I'll tell you more soon.
youtu.be/ck3pqrTAphs
I talked with several followers and came to the conclusion that it's time to resume support for the Linux version of Force Tech! This is what I am doing now.
#gamedev#indiedev#ForceTech