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- These are some ideas about what you can do with this game:
- - Play it.
- - Stream it, review it.
- - Speedrun it.
- - TAS it (create a mod that helps with this).
- - Hack it, break it.
- - Package it, reupload it, share it.
- - Port it to your favorite platform.
- - Localize it to another language.
- - Port to VR :)
- - Port to GBA.
- - Add OpenGL (or other accelerated) rendering, with true 3D, true color,
- antialiasing, texture filtering etc.
- - Add movement inertia.
- - Add possibility to load levels at runtime from a file.
- - Improve SW rendering on PC, e.g. use full z-buffer, particle effects etc.
- - Try to add screen space filters, like screen space antialiasing or pixel art
- upscaling algorithms.
- - Add procedurally generated levels, maybe also procedural textures etc.
- By taking this to the extreme you could fit this game into just a few kb.
- - Add demo recording support.
- - Write an AI that plays the game.
- - Use it to promote anarchism, free SW, suckless SW, open consoles etc.
- - Use it in demoscene.
- - Use the assets in another project.
- - Make the game run ENTIRELY in a GPU shader (will probably need heavier
- modifications, e.g. removing recursion).
- - Embed it into some other game as an easter egg.
- - Use it in your art, e.g. if you're making a movie in which you need a public
- domain game footage you can just use, this is for you.
- - Create an "HD" pack, upscale textures, use more colors, HQ sounds, add
- postprocessing etc.
- - Take the assets and recreate the game in another engine, e.g. the Doom engine.
- - Try to optimize this further, lower resource usage.
- - Take another game, e.g. Freedoom, and recreate it in this engine.
- - Create a script that will create 3D obj models of the levels, to be used in
- Blender etc.
- - Add multiplayer, coop or arena shooter.
- - Add mid-level saving.
- - Compile for bare metal, boot it from USB and play.
- - Create an automatic random public domain game screenshot generator from this.
- - Create advanced level editor.
- - Create your own levels or a whole campaign.
- - Create your own game based on this, e.g. something like Superhot.
- - Create fun mods, e.g. asset replacements.
- - Create another game (or different kind of work) from the same universe
- (consider keeping it public domain so that others can continue in the same
- spirit), or make fan art of the game (box covers, soundtrack remixes etc.).
- - Use it as a benchmark/test for computers.
- - Take the assets and use them as an inspiration for art you're creating, e.g.
- create 3D models of the game monsters or weapons.
- - If you're creating your own project, e.g. a free HW platform, you can use this
- to showcase what your HW can do.
- - Play around with the palette and see how it affects the visuals.
- - Use it to make educational visualization, e.g. how a single frame is rendered,
- show casted rays on top of the level map, visualize memory content, visualize
- repository timelapse etc.
- - Write an educational mini-book about the game's internals ala the black books.
- - Use it in education, e.g. as a part of a project in a programming class.
- - Use it as a general do-whatever-you-want source code, e.g. to test code
- compilers, analysis, transpilation, formatting tools, machine learning etc.
- - Remove ray casting and make this a top-down shooter, or test other rendering
- techniques (raytracing, pathtracing, splatting, isometric 2D, ...).
- - Create an even more minimal "microAnarch" version, strip down things like
- camera shearing, mouse control, menu, map, reduce the palette to e.g. 16 color
- or even grayscale etc.
- - Use it in research, e.g. AI, comparison of compilers etc.
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