PoP Unity - A remake in the Unity Engine
Posted: March 9th, 2014, 5:46 pm
Hello guys,
This is my 2nd post so I guess it's appropriate for me to reveal my hand!
Introducing my attempt to recreate the original PoP using the Unity3d engine (which I'm going to call it PoP Unity)
What it does - EDITED (as I think it caused some confusion)
- Place all tiles accordingly by reading any external LEVEL.DAT file. [edit]
I'm giving the current build a v0.1
(I've only worked for this for about a full week, so go easy on me )
What I'm aiming for it to be
- Port the whole game into a new modern engine while retaining the exact same feel of the old game! (which is hard, I know )
- Mods! (I'm designing it to be mod friendly; from custom levels, sprites, tiles modifiers, events, etc. Level files from custom mods [such as Prince 4d] can be used)
- Ability to use HD sprites!
I've worked on a separate Levels.dat reader to extract all the necessary bytes as according to Format Specification documentation from this site.
Unfortunately, roadblock(s)
I've managed to read and extract the relevant information inside the levels.dat file, and slowly working on the tile drawing algorithm.
Which I've come to a stump right now, and would appreciate if anyone could help me figure it out.
Referring to the image below:-
As you can see, the tiles position is incorrect. Reading the documentation, it mentioned that there is a seed that stores the offset of these tiles.
Reading it again and again still hasn't made a sense to me. If anyone can explain as to where I can get the offsets, I really appreciate it as I can move on working on different parts of the game.
I know, just seeing a few image isn't that exciting. But hey, I'll be working on this for a while (because PoP is one of those games that I've been playing since 5 like the rest of us) so expect future updates soon.
This is my 2nd post so I guess it's appropriate for me to reveal my hand!
Introducing my attempt to recreate the original PoP using the Unity3d engine (which I'm going to call it PoP Unity)
What it does - EDITED (as I think it caused some confusion)
- Place all tiles accordingly by reading any external LEVEL.DAT file. [edit]
I'm giving the current build a v0.1
(I've only worked for this for about a full week, so go easy on me )
What I'm aiming for it to be
- Port the whole game into a new modern engine while retaining the exact same feel of the old game! (which is hard, I know )
- Mods! (I'm designing it to be mod friendly; from custom levels, sprites, tiles modifiers, events, etc. Level files from custom mods [such as Prince 4d] can be used)
- Ability to use HD sprites!
I've worked on a separate Levels.dat reader to extract all the necessary bytes as according to Format Specification documentation from this site.
Unfortunately, roadblock(s)
I've managed to read and extract the relevant information inside the levels.dat file, and slowly working on the tile drawing algorithm.
Which I've come to a stump right now, and would appreciate if anyone could help me figure it out.
Referring to the image below:-
As you can see, the tiles position is incorrect. Reading the documentation, it mentioned that there is a seed that stores the offset of these tiles.
Reading it again and again still hasn't made a sense to me. If anyone can explain as to where I can get the offsets, I really appreciate it as I can move on working on different parts of the game.
I know, just seeing a few image isn't that exciting. But hey, I'll be working on this for a while (because PoP is one of those games that I've been playing since 5 like the rest of us) so expect future updates soon.