Okay, so first thing's first:
I'm so sorry for not updating sooner! I have had a pretty chaotic year and have forgotten to do the public facing side of things. I have been working a hell of a lot on NecroPurge, however. For one, I made the difficult decision to switch from Godot to a Homemade Engine, currently named BadEngine. Here are some of the reasons why:
Why make BadEngine?
BadEngine is a C++ engine built with support from supporting libraries, made with the vision of accurately recreating the look and feel of Idtech/Goldsrc while supporting modern systems and running efficiently. While my previous Godot pipeline was working, it left a lot to be desired in several areas, including but not limited to:- Material based surfacing
- Efficient asset loading (there was previously a stutter when loading assets)
- Tools and asset types made specifically for a first-person shooter solution
This is more than just a game rewrite. This is an engine project as well now, which takes a lot of time to work on, but the finished goal is to create an engine that
- I can easily use as a foundation for future projects
- Modders and game developers can use this engine as a starting point to create their own first person experiences, whether it be standalone like NecroPurge or as a mod for NecroPurge
Content wise, I haven't worked on a lot of the maps (though I have put work into some of them, including porting maps from the Godot Iteration into this engine), but I have completed the models of most of the enemies and all of the weapons (including 3rd person arm poses and viewmodel animations).
If you all like, I can make future devlog posts going into detail over some of the challenges I've faced getting this transition to work as well as I can!
