G-WARS - A Geometry Wars Clone for high end Amiga's

Stephen Cakebread’s Geometry Wars originally started as a Project Gotham Racing Easter egg, but from then on turned into a fully fledged eye candy neon top-down multi-directional shooter, with appearances on the DS all the way up to Steam. Well it's time for the Amiga to enjoy this game, as NovaCoder has released 'G-WARS'. A Geometry Wars Clone that will require at least an RTG Amiga with a 68060 processor or better (PiStorm CM4 recommended). Don't believe me, then come and check out this footage!

And here's the full details. "This is my first ever Amiga game inspired by the classic XBOX 360 shooter Geometry Wars (a 2025 release). This is not a port of Geometry Wars, it's all my own code developed over the past 6 months (basically I just made it up as I went along). I used my old PC 3D engine PolyNov to generate the 3D objects and then used SDL with OpenGL support (Mesa) to render the polygons. Although this release targets the Amiga, it doesn't contain any Amiga specific code so it should be highly portable to other retro platforms. This game was developed using C++ exclusively".

Requirements:

  • 1) An RTG Amiga
  • 2) 68060 processor or better (PiStorm CM4 recommended)
  • 3) 64MB of RAM
  • 4) AHI installed and configured (see links section below)
  • 5) Music and SFX files
  • 6) A 2-button digital joystick

Configuration:

  • You do not need to install any 3rd party graphics libraries.
  • The escape key will bring up the menu and pause the game.
  • The +/- keys will move the camera and reduce your view port.
  • Any errors/warnings should be written to a log file.
  • This game has been developed for a 4:3 display.
  • The 'closewb' tooltype will close your workbench.
  • The log file will output the average FPS on exit.

Performance Considerations:

"Although this game has been developed to target PiStorm Pi4, it may be possible to get it running on an overclocked 060 if you configure it to to disable features like the real-time lighting, the starfield's parallax scrolling and reduce the particle effects to a bare minimum. All of the music and SFX files included with this archive have been converted to 22,050 kHz which is what the mixer uses by default, if you change the mixer quality setting in the game then you'll need to create new files to match the frequency used by the game.   You should set up your AHI configuration to also output 22,050 kHz to match the game. A few silly people have suggested that this game should run on a stock A500 or A1200 with some FASTRAM.  This original game is entirely vector based and renders thousands of 3D objects per frame in 16-bit color with real-time lighting, try doing that on a stock A1200 FFS.".

Limitations:

  • No 3D hardware support (old school baby)
  • Only 16-bit colour depth is supported (pixel format RGB16PC)
  • Only 640x480 fullscreen resolution supported
Links :1) Source

6 comments:

  1. Hope people enjoy it, it's been a lot of work and now my poor brain hurts

    ReplyDelete
    Replies
    1. Thanks man!! Announced it on amiga bills stream :D

      Delete
  2. Now with online scoring....

    https://leaderboarded.com/board/ktnpbrrbtfmzr

    ReplyDelete
  3. I like the looks of it, but just be aware of the whole “Grid Wars” legal saga.

    ReplyDelete
  4. so it does not run my amiga's.....

    ReplyDelete
  5. Does not work on my V4 Icedrake. X2 clics on the icon but nothing happened.

    ReplyDelete

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