OCD is a total conversion of Duke3d using Eduke32. Its a sci-fi based adventure game with rpg elements.
Using voxel(3d sprites) models for decor, items and vehicles and traditional console rpg style sprites for NPCs, I'm creating an 8-bit retro sci-fi adventure.
Levels will be linked and states save for your return, also having different versions depending on events that transpire.
Failing certain missions could result in destructive consequences for the system's planets.
With the first Terra level basic design and areas completed, its on to the much more complicated city level.
The new version of the city is probably twice as large as the original and will feature a lot more buildings that can be entered. Idealy all buildings will have interiors of some kind as this is what I originally had wanted to do.
However combining the maps as I did in the alpha version ran into limits with the build engines abilities, so splitting up the Terra area is the way to go.
Some areas won't have to be divided, but are being totally redesigned. The basics of the south bound highway are being worked on and more work on the eastern areas which I never got to in the previous version. Those areas feature a large docking and shipping area for maritime vessels and south of that a farming community.
I've also begun adding in some unanimated dummy NPCs to fill up the areas for testing purposes. Basic AI and interaction abilities will need to be figured out. I'd like to have them stay on sidewalks/crosswalks if possible when they're in the city areas.
Also I need to fix up the penalty system to exclude enemy damage, as friendly NPCs and owned property will cause a penalty. Other changes to the penalty system will be separating your public debt from your credits, and localizing it to planets/stations as well as a reputation meter. It will be possible to have your 'contract' terminated, game over if you bring your rep too low and shooting NPCs or peace keepers directly will making near peace keeper npcs agro.
Development updates and progress thus far. Using Autokey to solve missing Numpad issue and resorting to some old editing methods...
First two maps are nearing completion with additional models and some updated artwork.
Well the last two months were uneventful as I've begun working a new job recently that combines late nights with travel.
A altereed duke3d palette for Paintshop Pro that will help with a conflict in importing images through Dukeres made with PSP. The bright pink colors conflict...
Going to start over the maps from scratch, so here's the demo of the old maps and newest features.
First demo released, packaged and ready to play, simply use RUN.BAT to properly run.
Wish this didn't die. Looks cool.
This looks excellent!
Looks like fun!
its graptch remeberme me a queake.
New demo available at GameJolt
gamejolt.com/games/adventure/code-name-ocd/9887/
Very cool art style, I can't wait!
vary nice work, tracking :D.
This is running on Duke Nukem 3D Engine isn't it I can tell because of that item pickup thing on the top of the screen and that your running it in dosbox or it could be Doom 1 or 2
It uses Eduke32, an update version of Duke3d's engine that's multi-platform and has options for 16/32bit modes, alternate renderers that can handle light and 3d models and other effects. I'm just using it for the classic 8bit renderer and it's advanced scripting features over the original. There's some things you can't do in the original duke3d that you can in EDuke32, plus the map limits have been greatly expanded.
Tracking!