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Arcane Dimensions |
01.Jan.2016 |
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Arcane Dimensions
started life back in the summer of 2014 and was originally
called 'Repent'. The MOD was about
converting all monsters and weapons to projectiles
instead of (some) using hitscan systems.
Just before Christmas 2014 my HD crashed!
After much wailing, cursing and screaming I realized that
my latest backup was 3 months old and I had lost a large
amount of work. Eventually I got a new HD and from the ashes
was born
Arcane Dimensions,
a Quake MOD determined not to
die!
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Initially I started with a fresh Quake C code base,
a small collection of previously made models and
bunch of rather crude test maps.
After converting everything to projectile only
combat I decided it was time to make the
environments more dynamic. I spent several months
trying out different ideas
and eventually settled on a breakable system that
could be customized by using brushwork models.
The icing
on the cake was to allow monsters to destroy
the breakables as well!
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With each passing month, more monsters showed up
in the test maps,
new weapon upgrades were added and gradually more
people joined the team to create maps!
Eventually there were so many new monsters added
that there were unique looking armies of ogres,
knights and soldiers!
The best happy accident feature was minions, which
were setup
to spawn from certain monsters and create
dynamic combat by allowing for fights to develop
over time.
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After 18 months of development and a MOD team
of 7 people
Arcane Dimensions
finally got released on 25th December 2015.
The MOD was initially designed and tested for
the Quakespasm client
and with the help of the Quake community
more clients were added to the list;
Darkplaces, MarkV and various WinQuake
clients.
Eventually
Patch 2
was released after two months and
contained a couple of new remix maps,
a long list of bug fixes and a few
tweaks to gameplay and various monsters.
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