Things continue to come together nicely, and we re now ready to reveal that BioMenace Remastered is coming 18 December this year! There s still a bit of work ahead of us, but we can see the finish line very clearly. Boss fights We made great progress on the boss fights since last week: The final boss Continue reading BioMenace Remastered Dev Log #3
Wow, is it November already? Work on the game continues and we re making good progress. Our primary focus is still on finishing episode 4 s new bosses. We ve also just onboarded a small group of playtesters to help us make the game as solid as it can be. Thanks to everyone who responded to our call Continue reading BioMenace Remastered Dev Log #2
It’s been 6 months since we announced BioMenace Remastered, and we’re getting closer to the planned release window (December). We’d like to keep you in the loop as we’re moving towards the finish line, so here’s our first dev log! Overall, we’re currently on track to releasing the game in December this year. There’s still Continue reading BioMenace Remastered Dev Log #1
I’m excited to reveal my latest project: BioMenace Remastered an official modern re-release of the DOS classic with enhanced graphics, refined gameplay, and quality of life improvements. Watch our reveal trailer: We re a small independent team and this is the first time we re fully self-publishing a title, so we d highly appreciate it if you Continue reading BioMenace Remastered
Last time, we investigated the routine Duke Nukem 1 uses to create its mirror surface floor effect. In this post, we ll have a look at one of the effects found in the sequel: Underwater areas. Anything present in the affected area is rendered in a blue tint to make it appear submerged in water. To Continue reading Graphical effects in Duke Nukem 1 2, part 2
The first two Duke Nukem games aren t necessarily known for groundbreaking, industry-changing visuals, but they do have some neat effects, which were somewhat impressive for the time. I already talked in depth about the games parallax scrolling, which was rare to see in DOS games of the early 90s. But this time, we ll focus on Continue reading Graphical effects in Duke Nukem 1 2, part 1
So far, we ve looked at how the game renders its world and the characters and objects inhabiting it. But one key ingredient is still missing in the engine layer: There s not much gameplay to be had if objects can t interact with each other and the world. For that, we need collision detection. And just like Continue reading Duke Nukem 1 s collision detection
Last time, we looked at how the game renders its world background and tiles. What really brings the game to life though are the sprites drawn on top. Almost everything interactive in the game is represented using sprites: Duke himself, enemies, pickups, doors, force fields, laser blasts, floating score numbers, explosions, etc. In this Continue reading Duke Nukem 1 s sprite rendering
There are a few areas in Duke Nukem 1 which feature a pitch black background instead of the usual graphical one. Why is that was it an aesthetic choice? Turns out, it s actually an interesting trick used to work around limitations in the game s tile rendering. Compared to its sequel, the first game s rendering Continue reading Duke Nukem 1 s tile rendering
Duke Nukem 1 and 2 are getting an official remaster for the Evercade platform, and I was lead developer on the project. Here s the official showcase video with an overview of all the new features: And the announcement trailer: If you ve seen or used RigelEngine before, some of the new features will sound familiar Continue reading Duke Nukem 1+2 Remastered