Renderer optimizations: it’s that point in development where you want things to run at a constant 60fps and where your code goes from clean and elegant to a garbled mess held together with bubble gum. Powerslave is a HUGE vertex cruncher thanks to the game relying on it to achieve shadows/lighting since lightmaps weren’t available on the consoles back in the day. I am getting to a point now where I am starting to feel confident on it’s performance but I am still looking to squeeze out a bit more before I call it done. It’s amazing what vertex buffers can do.
I am quite impressed that the PSX hardware was capable of running something with the sheer amount of vertices/triangles like in Powerslave without catching on fire.
Anyone who has questions regarding to this project, post them here. For example, I am starting to see people referring to this as a ‘total conversion’, so is PowerslaveEX a total conversion? No, it’s not. So if there’s anything you wish to have answered, ask them here. The questions mentioned will be compiled into a FAQ section on this site sometime soon.
Currently working on a feature to make things easier to support user mods. Decided to go with the traditional ‘Doom’ mechanic and let the user add a custom game pak file by using a -file parameter. Though I might see if its possible to load mods through the game’s menu.
Decided to toy around with this and added a mod that brings back the death animations of certain enemies from the PC version.
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PowerslaveEX will be going into alpha this coming April. I will be posting more info regarding to QA testing sessions sometime in the future.
I am also currently figuring out the level format for the Saturn port. Unfortunately, its not as easy as I hoped. You would think the level formats for both the Saturn and PSX versions would be the same….
Began work on the Cobra Staff and projectiles for it. Most of it is still in very early development and hopefully should be improved soon.
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Edit: I just noticed that the projectiles are targeting the feet of the enemies, when it should be targeting the enemy’s origin plus its halved height value. Bah…