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_posts/2006-03-31-tremulous.md

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@@ -13,6 +13,8 @@ First it was with Doom, which allowed for the construction of third party maps,
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Gloom was held back by Quake 2 though, where strictly speaking only the server side code could be modified. This led to compromises and hacks, and despite my huge enjoyment of the game, I couldn't help but feel the concept deserved to be expanded upon. When [Quake 3](https://en.wikipedia.org/wiki/Quake_III_Arena) was released in December 1999, I decided I'd have a crack at it. In hindsight this was insanely ambitious, not least because with each successive generation of hardware enabling more possibilities, the bar to entry was raised and the total quantity of work increased. Indeed, I think the Quake 3 era of the early 2000s is probably the last generation where amateurs could feasibly pull off a total conversion. Nevertheless in my spare time as a first year undergraduate (which lets face it, is in ample supply), I started experimenting. I don't remember the exact timings but probably by towards the end of 2000 I had a viable working prototype; a long way short of an actual playable game but proof that it might be within my capabilities, to myself if nobody else.
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![Coder Assets](/assets/software/tremulous-coderassets.jpg)
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![Prototype](/assets/software/tremulous-prototype.jpg)
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Now obviously the coding is only one part of making a game, there is no way anyone could do a total conversion alone, so I started putting out feelers in the Gloom community to see if anyone wanted to help out. I got a couple of bites from interested parties and there was *a lot* discussed, but nothing concrete materialised. It was all a bit of a tumultuous time and there was a fair bit of mine and others' teenage angst flying about, some of which I now regret. As such I was about ready to throw in the towel since nothing was progressing. Despite this, the thing now had a name, [Tremulous](https://tremulous.net). I'm not sure how we arrived at that, I suspect it was just from flicking through a thesaurus. The game design also now had a somewhat of a shape, but it was very ambitious. Originally the intention was that instead of aliens, the team opposing humans would be some kind of mechanical droid. Big tech trees were drawn up and I had a class system implemented that could have handled it, but given the lack of art progress I was getting pretty dispirited.
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