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Descent 3 Source Code

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Re: Descent 3 Source Code

#171

I loved loved loved this game. Never understood why this concept didn’t become a whole genre. No actual up, 360 degree freedom, enemies that were smart and could snipe you. Wasted many hours back then and very eager to try this out.

There's also https://www.gog.com/game/sublevel_zero / https://store.steampowered.com/app/327880/Sublevel_Zero_Redu... which initially was a game jam entry I believe. Very much an homage to Descent, but with rogue-like elements and randomized levels.

Re: Descent 3 Source Code

#174

I loved loved loved this game. Never understood why this concept didn’t become a whole genre. No actual up, 360 degree freedom, enemies that were smart and could snipe you. Wasted many hours back then and very eager to try this out.

The Descent series was my favorite of all time. Got the hotas setup for myself and others in the office did too. We had the best LAN parties. Being semi-lost and trying to get out in time before everything blew up was such a rush.

Arcade-style 6DoF games are so rare. And we have all the hardware now, just not the market to justify the effort. This D3 opensource could kick off a whole new round of games!

Level-editing in VR seems like it would be so much fun too.

Re: Descent 3 Source Code

#175

Great! Brings back memories of descent 1 & 2. I played d1 for hours over the early internet. My favorite level was Minerva and my arch enemy was named “upinya”. Amazing what the brain remembers from so long ago.

I know what you mean about remembering weird stuff from many years ago. I still remember the IP address of the server of my first website in 1995 (because it had no domain name, I had to know the IP address to show people the website). Occasionally I'll think of the name from a random IRC/AIM/etc. user I talked with 20+ years ago. :)

I remember my old icq#, but not my partner’s phone number

Re: Descent 3 Source Code

#176
post #142

Descent's control system is for me what cemented the "invert Y axis" on the mouse for controlling first person gaming forevermore. My brain absolutely clicked with the 6DoF mindset, but it has meant that all FPS games from that point on had to conform to it, even if the game wasn't in any way flying-based.

A mouse for Descent? We used to play with both hands on the keyboard- look, slide, and spin on the number pad, move, fire, etc. on the far left side. We're we alone?

Two joysticks ruled.

Re: Descent 3 Source Code

#177
Descent 3 had so many bugs on my graphics card... which I want to say was an ATI Rage. Consequently I played D2 more until we got our hands on a Voodoo3.

gabbagabbahey!

Re: Descent 3 Source Code

#178
post #128

Earlier quoted context omitted.

Making it a 6DOF shooter at all probably severely hampered any chance of achieving mass appeal. If it had been 40-80 hour open world, character-based, third-person action adventure game, their chances would likely have been much higher.

The target audience was always going to be people trying to relive descent so the narrowness I suspect was just accepted

Yes, I was just rather facetiously making a point that the game is all the more interesting to its intended audience for not trying too hard to appeal to anyone else.

Re: Descent 3 Source Code

#179

I loved loved loved this game. Never understood why this concept didn’t become a whole genre. No actual up, 360 degree freedom, enemies that were smart and could snipe you. Wasted many hours back then and very eager to try this out.

> enemies that were smart and could snipe you I had Descent 1 on PS1, and I remember the box claiming the enemies adapted to your play style. Now that I'm older and have studied machine learning and some other AI techniques, I've always wondered exactly what that meant. I'm sure my PS1 wasn't doing gradient descent (heh). What tricks were behind the claim that the enemies learned and adapted to the player?

Given this was release at a time when in most games enemies simply roamed the levels and attacked the player when he crossed their line of sight, a simple automata based AI that actively pursued the player and tried to use cover when shot could be described as "adapting" to your play style.

Re: Descent 3 Source Code

#180
post #12

Ooh, time to take another crack at a level scripting language - AFAIK the original was ripped out right before release due to being too limited and replaced with just compiled C libraries.

I'm so glad you mentioned that important topic! See what I wrote about using JavaScript as a scripting language for games compiled to WebAssembly with emscripten and exposed to JavaScript with embind:

https://news.ycombinator.com/item?id=40051289

Here's what I'm doing for Micropolis (open source SimCity), where the rubber hits the road. There are a bunch of comments in the code describing the approach and constraints. (Obviously analyzed and written with the help of ChatGPT!)

https://github.com/SimHacker/MicropolisCore/blob/main/Microp...

Implementing a JavaScript scripting SDK is the first step towards integrating browser-based visual programming languages like Snap! and Blockly, which make it easy to program extensions, like Sandspiel Studio!

Snap!:

https://snap.berkeley.edu/

Blockly:

https://developers.google.com/blockly

Sandspiel Studio:

https://studio.sandspiel.club/

I've written lots more about Sandspiel Studio on Twitter and Hacker News:

https://twitter.com/xardox/status/1777401152260247673

>I bet you could make Sandspiel Studio compile those Blockley-based visual programs into WebAssembly or GPU shader code! But actually it might be too fast since the fun is watching the flowers grow. I taught your flower blooming code to grow potatoes too!

https://studio.sandspiel.club/post/7718

https://news.ycombinator.com/item?id=34561910

https://news.ycombinator.com/item?id=36003900

https://news.ycombinator.com/item?id=38044329

https://news.ycombinator.com/item?id=38044498

https://news.ycombinator.com/item?id=39601709

https://news.ycombinator.com/item?id=38016554

https://news.ycombinator.com/item?id=33700318

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