Lithtech
Lately I've been thinking a lot about this old lithtech engine, and how nice it would be to have something more advanced to play with.
Afterall it's old, buggy, and frustrating to work with, and there's so many other great engines out there that I could be using. But despite its age, I really do believe that it still has some life left in it.
It may not have fancy mirrors or ragdoll effects, but it might still be possible to "resurrect" this old engine, and hopefully create a pretty entertaining game with it.
Since I won't have anything new to show for a while, here's a few screenshots from the last level I was working on. I'm not sure if it needs more lights, but I thought Blood 2 could use a spooky castle.





Afterall it's old, buggy, and frustrating to work with, and there's so many other great engines out there that I could be using. But despite its age, I really do believe that it still has some life left in it.
It may not have fancy mirrors or ragdoll effects, but it might still be possible to "resurrect" this old engine, and hopefully create a pretty entertaining game with it.
Since I won't have anything new to show for a while, here's a few screenshots from the last level I was working on. I'm not sure if it needs more lights, but I thought Blood 2 could use a spooky castle.






2 Comments:
My bad kurt. Shogo also has a stable hit detection system
zZaRDoZz
( In an earlier post I had claimed that lith 1.5 was the only engine with a stable hitscan system )
The lighting is perfect for that map btw. I love that low contrast texture scheme.
What is it about 2d shooters that can make an empty space feel so ominous?
Maybe it's the contrast in difficulty, where player was struggling to get past some mean ass opponent moments earlier, now there's a big complex room that feels like a setup. Making player think "ok now I'm in for it".
zZaRDoZz-anonymous until I can figure out what my password was.
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