|Sorry guys, I quit. This project will newer be finished because I'm already fed up with programing in QB45. The source code of ATTE3_ALPHA has been attached to the ZIP so as that anyone of you could use it to make his own 3D game if he wishes to.|
So ATTE3 would never be a full game. And of course that's a pity, especially when you take a look at the ALPHA version, the only available example of ATTE3.
The features of the engine
Indirectly ATTE3 is based on the engine of IDKFA; the first shooter by
Trojanowski. With the support of the DirectQB library this engine is capable of
executing 3d polygon routines with a acceptable speed. During the releases of
the ATTE-series this engine has been improved again and again.|
At the moment of the ALPHA-version of ATTE3 the engine had the following features:
The demo levels
The ALPHA-version exists of 4 levels in Egyptian style. You start, facing a pyramid and short after that you dive into the catacombs full of dangrous mythical enemies. This demo contains two different kinds of opponents: a two-headed monster armed with a club, and a fire-spitting dragon. To survive you are armed with a dagger, a short sword, a battle axe and a heavy sword.
To defeat an enemy you need to use a special tactical way of fighting. For me it took
some time before I actually got that tactic. Because you have short ranged weapons you
have to approach an enemy carefully. He will move into your direction. When the enemy
is at a certain distance you have to hit the enemy, but when you're too late you will be
The levels contain elixers that you can pick up easily by walking over them. When you use an elixer your health will increase. The system with this elixers really stimulates the tactical way of handling in this game.
Like the graphics in ATTE2, the graphics of ATTE3 look great. The difference is that now the textures have a 128x128 resolution. The weapon textures are in an even higher resolution and fill up the whole screen. They also are very detailed and well animated. The game uses a 320x200 screenresolution in a 256 colour-mode, like its predecessors. Animated and scrolling textures are supported and that really give the enfironment surplus value.
Trojanowski announced in his message to distribute the sourcecode, and he did. Moreover, he
also added several utilities he used to create the game. For exampe there are a map-editor
and a spriteloader.|
Especially the map-editor is very interesting because it explains a lot
about the structure of the maps, and the way the engine will translate the information
to a 3d-like world. A map is build up around a central point. It is cell-based, and every
cell has a X, Y and Z value. The Z value (which can vary from -3 up to 5) gives the height of
a cell. Thanks to this a map can contain high walls, towers and things like that.
Is there a chance that someone will pick up this engine and make it his (or her) own
3d-like game, like Aleksander suggested? Probably there are two factors that play a role.
Firstly, I've studied the engine a bit and I think it is good possible to mutate it to your
preferences, and likewise the level- and texture-editors are in a rather user-friendly
state. Besides you will have to figure out which combination of libraries (DQB, Dash) you will
need to run the progs.
However, for the time being ATTE3 will be the last example of the ATTE-series.
Download: ATTE3 Alpha version