Pseudo-3D Knightmare Game- A Work in Progress

Knightmare inspired creations from the community.
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DJOSKA87
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Pseudo-3D Knightmare Game- A Work in Progress

Post by DJOSKA87 » Thu May 21, 2020 11:39 pm

I thought I'd start a new thread documenting my progress on a development which I originally conceived in 2006, when I made a 2D Knightmare PC game. Many of you Knightmare Stalwarts will remember it being hosted on Turaja_Nuju's website and I do believe I distributed hard copies on CD-ROM to some of you.

Anyhow, Lockdown 2020 has seen me rekindle my interest in creating such a game- albeit very much improved from my original dodgy graphics and limited-quality audio.

Seeing the amazing work Jamesuk has done with his virtual reality rooms and sourcing original audio footage, this really whet my appetite for achieving something which I have now wanted to achieve for almost 15 years- an immersive, interactive Knightmare experience that can be enjoyed by fans old and (k)new alike.

I have gone for the pseudo-3D style for a number of reasons:

The first is that I have very limited experience in 3D game coding, yet I am competent in 3D design, and also very familiar with the 2D game engine format I am using.

Secondly is that as a viewer, or indeed an advisor, you only ever see the environments from one angle- from behind.
Therefore, using this fixed camera angle, I then don't have to worry about imagining the "fourth wall" or ceilings that were never shown- or even designed!
I can also use this to my advantage to hide or manipulate objects out-of-sight to achieve a desired effect.

However, for the graphics I am using a 3D rendering program called Blender- an amazingly powerful tool, which can achieve some very realistic results.
Realism isn't necessarily what I am going for, as I want the rooms to look as true and faithful to the originals as possible- perhaps enhancing them if I feel the need.
Bomb Room.jpg
Bomb Room.jpg (34.54 KiB) Viewed 60 times
Whilst progress has been good during this unsettled period of staying at home, the project has not been without its pitfalls. I still have many hurdles to overcome- particularly with the character interactions and quest scenarios.
Designing the characters in 3D has been a very steep learning curve, but I am really impressed with how some of them have turned out so far.
Characters So Far.jpg
Characters So Far.jpg (142.67 KiB) Viewed 60 times
More images to follow...
However, what you see here may not be what makes the final cut- things are always subject to improvement!
Last edited by DJOSKA87 on Thu May 21, 2020 11:47 pm, edited 1 time in total.

DJOSKA87
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Posts: 15
Joined: Tue Jun 05, 2018 1:57 pm

Re: Pseudo-3D Knightmare Game- A Work in Progress

Post by DJOSKA87 » Thu May 21, 2020 11:45 pm

I intend to recreate material from throughout the majority of series 1-8, depending on the source material available, how easy it is to incorporate into the game, how much time I have, etc.

Igneous makes an appearance:
Igneous Room.jpg
Igneous Room.jpg (47.59 KiB) Viewed 59 times
Hopefully Brangwen will too!

So far, I've got a system set up with an array of different backdrops based on what features in the televised rooms, as well as the different tile symbols and randomly-programmed paths across the causeways:
Causeway Room.jpg
Causeway Room.jpg (59.95 KiB) Viewed 59 times
Graphically, the Trial by Spikes is almost there, but I've still got a few constraints to overcome- we don't want dungeoneers running straight to the door between the 4th and 5th spikes!
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Trial by Spikes Room.jpg
Trial by Spikes Room.jpg (45.49 KiB) Viewed 59 times

DJOSKA87
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Dungeoneer
Posts: 15
Joined: Tue Jun 05, 2018 1:57 pm

Re: Pseudo-3D Knightmare Game- A Work in Progress

Post by DJOSKA87 » Thu May 21, 2020 11:55 pm

I have already uploaded a demo of the infamous Corridor of Blades to YouTube here:

https://youtu.be/t7xWBO3V514

However, I think I can do better than that- wait until you see the revised graphics...

In case you're wondering how on earth I can get a third dimension on a 2D engine, I can tell you there is a lot of maths involved- plenty of trigonometry and scaling, which took me considerable time to get my head round.
One of the advantages of pseudo-3D graphics is that they're pre-rendered, so as long as the player's device has the memory capability to handle animation, it will look just as good on any device without the need for expensive graphics cards or plugins, meaning greater compatibility across devices (running NON-Apple systems).

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