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  1. Desert-Mammoth

    Crusader 3 At Home

    Big test session tonight. Vending machines are now functional along with the in-game economy. I've also wired in my Xbox controller for maximum couch comfort. Plan to play it for a solid hour, running through the same mission over and over to basically identify every bug left to fix, which will...
  2. Desert-Mammoth

    Crusader 3 At Home

    Just a brief demo of what I have now: Obviously there are some quirks, like the Roaming Susan running around on fire, and blood pools for enemies that have... evaporated. All soon to be fixed.
  3. Desert-Mammoth

    Crusader 3 At Home

    Still here, still hacking away. Unfortunately due to the Summer Holidays i'm having to be a full time parent (the horror) so my time is much reduced to work on this, mostly relegated to evenings and the odd hour here and there. Progress update: - Weapon sprites are now live, in line with the...
  4. Desert-Mammoth

    Crusader 3 At Home

    Sooooo that turned out to be somewhat of a mirage; yes we have Crusader's DNA and blueprint, but trying to translate that into a workable project actually set me back days and the results were not up to scratch unfortunately. That is to say, my eyeballing project made more ground and was more...
  5. Desert-Mammoth

    Crusader 3 At Home

    So I set out to make it the same way the OG devs did, that was the original thinking - trying to guess their methods, and recreate them. However what you said was very interesting. Where can I find the collision box data? So far I've only been able to crack open the sprites and sound files, but...
  6. Desert-Mammoth

    Crusader 3 At Home

    Hub is pretty much done, all the core systems in place there. Now I'm going back to the mission generator and my next task is: Security circuits By that I mean, adding logic and sanity to the generator, so that cameras are placed in areas that make sense, that there are set ups for the player...
  7. Desert-Mammoth

    Crusader 3 At Home

    The mission hub is coming along. I wanted to make Weasel work but to do that I'd need to basically transplant the bar from CNR into it and... nah. So again borrowing inspiration from the PSX version, we now have an item and gun vending machine for the player to spend their credits on. And of...
  8. Desert-Mammoth

    Crusader 3 At Home

    Its all Godot 2D baby. Scripting is all custom; reverse engineering is probably a disingenuous term. Imitation maybe. Eyeballing. I've got all the art and sound assets so I'm just slamming them together heinously but so far it seems to be working. Collisions I've started using circles rather...
  9. Desert-Mammoth

    Crusader 3 At Home

    Getting there with the hub, we have a functional mission terminal (albeit bare bones). Pretty much just refining and testing at this point. Managed to establish a collision workshop to streamline the implementation of new objects etc. Might take a break for a couple of days, though I could...
  10. Desert-Mammoth

    Crusader 3 At Home

    Moving onto the intermission hub now, imagine a scaled down Echo Sector. Aim is to have a console the Silencer can access, which opens a world map with a list of missions ranging from Assassination and Sabotage to good old fashioned Rampage. Missions will determine tilesets and difficulty, as...
  11. Desert-Mammoth

    Crusader 3 At Home

    Terminals are operational; guards and wall guns do not attack until the controlled robot breaks cover and attacks first.
  12. Desert-Mammoth

    Crusader 3 At Home

    Gentlemen we continue to cook and cook well: Next step is adding the terminal. The idea simply being that there'll be a terminal per zone, and hacking it will grant control of a random robot from across the map space, allowing the player to go ham if they choose. Obviously for a Susan that's...
  13. Desert-Mammoth

    Crusader 3 At Home

    Update: Load times slashed from 45 seconds to 15 seconds so that was a nice outcome. Next steps are: - Introducing wall guns and stationary turrets (If I can find the blooming pedestal in the sea of art assets) - Introducing the Roaming Susan as our first robotic enemy Well there's part one:
  14. Desert-Mammoth

    Crusader 3 At Home

    CNR Revival 0.4 - Fully implemented the PSX RP-22 animations, mirrored east and west facings as in the PSX version. Grenade launcher used as a stand in for all weapons, as with the PSX version. - Industrial floor markings added to the floor for rizz - Functional cameras and global alarm system...
  15. Desert-Mammoth

    Crusader 3 At Home

    Update: Few more additions today, such as loot chests and floor markings and pillars to cover the wall seams for the convex corners. Also refined the "back walls" after discovering the game used special sprites for it, so they're in play and things look a bit nicer for it. We've tripled the...
  16. Desert-Mammoth

    Crusader 3 At Home

    Little update: So I've implemented the PSX two handed "one size fits all" mirrored grenade launcher to represent all two handed weapons. This is obviously a bit of a cheap work around but honestly the prospect of trying to actually get all guns showing up would have made for some very long and...
  17. Desert-Mammoth

    Crusader 3 At Home

    Okay so quite a good day today, with the clipping issue and wall placement finally resolved, I was able to storm ahead on several fronts. A lot of work went into the map generator today, increasing its sophistication. We now have stackable crates and barrels, chain explosions, gas pipes and...
  18. Desert-Mammoth

    Crusader 3 At Home

    New floors, new walls, more bug fixes, animation alignment with PSX, music etc etc its all going pretty well.
  19. Desert-Mammoth

    Crusader 3 At Home

    Still here. Still working. Still enjoying success. Completely solved the wall clipping issue and depth sorting, the game is working as it should and getting more Crusader-y by the hour. I have introduced sorting logic into the map generator, so items are spawning in more appropriate places...
  20. Desert-Mammoth

    Crusader 3 At Home

    Admittedly I've hit a bit of a spiral, fighting with the depth management (the thing that controls what overlaps the Silencer and what doesn't and when), which was fine until I tried to add doors. I'm not entirely sure how the original devs did it, as the traditional approach hasn't worked so I...
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