Recently, while Perfect Dark: Reloaded development has been on and off, me and a few other developers were thinking about new ideas. I proposed a World War 2 multiplayer shooter (the "multiplayer" part to the dismay of one or two of them) and we all started pooling in ideas based on it. The end result? Project Enigma. Enigma uses models from cancelled and unreleased (and subsequently lost) PSP homebrew game Cause of War: 1944 as well as our own original maps (with some recreated maps in the pipeline). Below are screenshots of the StG 44/MP44 and the 95% finished "Ruin" map. We hope to work on Enigma - a more straightforward, but also more creatively flexible project - and make a decent little experiment out of it, and the lessons we learn from Enigma will be implemented into our primary goal of Perfect Dark - such as planned engine improvements. Ruin consistently runs at least 20FPS above the 60FPS mark (averaging perhaps 85FPS in the courtyard), so depending on how the game fares with other players a 60FPS mode is looking very attainable. Bots may affect that frame rate, but we will give the option to lock to 30FPS for a stable frame rate.
You might be wondering about the other versions of the game. Since the PSP is the effective "lowest common denominator", we are making things for PSP first and foremost and then porting them to PC/Vita. VitaQuake needs work as its feature set is incomplete, but the idea is to get maps running well on our base hardware before moving assets between platforms. We are also experimenting with a Wii port of Enigma, because we're constantly looking to try new things with the Quake engine and a port to a reasonably supported, similar (power-wise) platform - which will definitely require some engine-level changes - will undoubtedly be helpful for our understanding of the Quake engine.
We hope you're as excited for this experiment as we are!
You might be wondering about the other versions of the game. Since the PSP is the effective "lowest common denominator", we are making things for PSP first and foremost and then porting them to PC/Vita. VitaQuake needs work as its feature set is incomplete, but the idea is to get maps running well on our base hardware before moving assets between platforms. We are also experimenting with a Wii port of Enigma, because we're constantly looking to try new things with the Quake engine and a port to a reasonably supported, similar (power-wise) platform - which will definitely require some engine-level changes - will undoubtedly be helpful for our understanding of the Quake engine.
We hope you're as excited for this experiment as we are!
Original concept, textures, "Castle" map: TheMrIron2
"Ruin" map, WIP "Barnyard" map: BCDeshiG
WIP "Nuketown" map, PS Vita/PC/Wii maintenance, QuakeC: MotoLegacy
Models from last existing Cause of War build: Senior Meatbox
"Ruin" map, WIP "Barnyard" map: BCDeshiG
WIP "Nuketown" map, PS Vita/PC/Wii maintenance, QuakeC: MotoLegacy
Models from last existing Cause of War build: Senior Meatbox
Last edited by TheMrIron2,