Grind - An epic first person shooter for Amiga 500 gets another playable tease!

If you're looking for more gaming news on this upcoming first person shooter of 'Grind' for the Commodore Amiga 500 and above. Then we have just been informed through the EAB forums by Tsak and our good friend Saberman. That not only has the first ever Grind PvP binary been released, but according to the patreon announcement. It also includes a major rework of the old serial-cable PvP functionality, packed with brand new features and options, plus 2 new Arenas to play! To coincide with this news, we've got some footage of this multiplayer experience below.

Featuring:

  • - Custom Menus, specifically tailored to Multiplayer needs.
  • - A dedicated screen showcasing the connection status between machines.
  • - New match options, allowing the players to change the type of match (no limit, kills, minutes) and setup win conditions! 
  • - Option to choose the arena the match will take place (currently there are 2 available)! 
  • - Option to end the match whenever you like (this was previously missing).
  • - Changed the on-screen display (upper left corner) of 'Frags' (times you killed the other player) and 'Deaths', adding an indication of which is which and distinct coloration of the text to make it look nicer. Also added a timer showcasing the time that has passed into the match. 
  • - New Multiplayer stats screen which displays after the end of the match the number of Frags, Deaths and Time passed, as well as the match result (winner, loser or draw). 
  • - Modernized and polished all missing gfx and gameplay details, bringing this mode up to date with all the new Grind features, including : weapon secondary attacks for the player and enemy avatar, allowing the players to attack and get damage from projectiles (like rockets), reworked avatar gfx animations etc. 
  • - Fixed several issues with player and enemy avatar sounds.
  • - Made explosions and effects visible in-front of the player (this fix will also be transferred to 1 player mode).

Arenas: 

Besides the above, also worth mentioning are the maps featured with this binary. I've prepared 2 arenas which can be selected from the PvP setup screen:

  • 1) Cursed Village : this is the old Dread PvP map, released a couple years ago (originally made by KK) but completely overhauled and redecorated. It's a very open arena that allows for max visibility and finding the opponent pretty easily. Due to that fact, I had to tone-down decorations and complexity a bit (from the usual standards of Grind maps) as it was performing badly on stock machines (this was also the case with the original Dread map btw). 
  • 2) Wheel Temple : this brand new arena started as a modification of the 'Test arena' map but soon took its own life. Uses the latest rework of my 'Church' texture set and is quite polished visually. The map is roughly the same size as the Village map, however it is more 'close quarters' geared.

SYSTEM REQUIREMENTS

  • Amiga - ADF version:
  • Minimum: a500 with 512 CHIP and 512 OTHER ram
  • Recommended: a1200 + fast ram  
  • Amiga - HDD version:
  • Minimum: a500 with 1.5mb free RAM (512 free chip)
  • Recommended: a1200 + fast ram

Credits:

  • GFX/SFX/Map design : John Tsakiris 
  • Additional Code : BSzili, Temisu, Remz
  • Music : Christoffer Magdalus, John Tsakiris 
  • ST Music : DMA-SC
  • Additional GFX : Dennis Ramberg 
  • Original Dread game and engine : Krzysztof Kluczek (KK/Altair)
Links :1) Source  2 ) Patreon ( Paywall Download )

14 comments:

  1. This I been waiting for :D Looking forward to play this on my real Amigas. Looking very nice!

    ReplyDelete
  2. Looks fabulous... Amazing job by Tsak and the crew...

    ReplyDelete
  3. This looks to be by far the best 3D Doom engine on the Amiga, no buts about it. I do wonder though if it does support higher resolutions given the power to push them?

    ReplyDelete
    Replies
    1. the best engine? depends in what respect, certainly the large screen on the Amiga 500 is impressive, the smoothness of operation too. But keep in mind that the screen size in this engine is partly apparent (due to the way pixels are rendered). In terms of sophistication (excluding screen size), the engine from AB3D (part 1) was very advanced, it had transparent water (which even Doom did not have at the beginning), had stairs, shading with distance, rotating images of enemies, textures on the floor and ceiling, etc.

      Delete
    2. Textured floors (or at least maybe simple calculated patterns) and ceilings would be so awesome. Just something that you can, at least do more with than having a solid color. Even if it's really just a mesh of pixels to give it some grain. But I already see that here, partially anyway. :3
      What I miss most in this isn't STAIRS per se, but at least different heights. Maybe slopes would be easier to do than actual stairs. A ramp is far simpler than stairs, visually anyway. But I could be wrong about the complexity.
      What this needs, what this screams for, is default assets and editor suggestions, made public now, for free. Let people like me build maps for it already, without being tightly interwoven with the development of the game. Just give me the raw engine, no maps, but textures, in a WAD file or something, and let me go into the cellar and create something with it. :3 In short: The modkit, so to say, as soon as possible, let people go crazy.

      Delete
  4. Wish we'd had this 30 years ago.

    ReplyDelete
    Replies
    1. I was thinking the same thing

      Delete
  5. So amazing, congrats to KK and all the team behind this master piece !

    ReplyDelete
  6. Mamma mia che spettacolo di FPS per Amiga , bella grafica e sembra tutto veloce ...non vedo l'ora di avere il prodotto finito ;)

    ReplyDelete
  7. Can you in deathmatch see when another player is actually looking away from you? During this, they were always facing each other.

    ReplyDelete
    Replies
    1. You can only see one angle at the moment (like all single-player enemies). It is planned later on to add more angles to the player avatars for the multiplayer mode. This is possible cause multiplayer has massively less memory requirements than single player.

      Delete
  8. I couldn't tell from the video but does the player sprite have at least 4 angles?

    ReplyDelete
  9. The source link doesn't take you to a download but to the EAB website.

    ReplyDelete
  10. I cant wait for news from the genesis planned version... 🤤

    ReplyDelete

Constructive criticism allowed, but nasty comments will be removed and you will be IP banned! Banned users will not show up in my comment feed, you will be gone for good as will all of your posts! - Play nice, ((ENGLISH ONLY)) and enjoy IndieRetroNews!