OzarQ: Quake + GameMaker Studio

CDLegasse

New member
Jan 14, 2023
2
5
3
From the person what got Gamemaker to load Doom maps comes the next illogical step!
image_2023-07-08_145325784.png


Untitled.jpg
OzarQ is a scratch built Quake engine for GameMaker. The goal of this is to give users the ability to use Quake map authoring tools to create content for 3D GM games easily and quickly.

For those unaware, while making 3d games in GM is possible, it's not advertised, and nor is it easy. Creating this engine will make it far easier to accomplish for GM coders of all skill levels.

Let's take a look at the features currently implemented into OzarQ!
  • Level geometry
  • Textures
  • Entities
  • Lightmaps, grayscale, RGB, and animated, dawg!
  • Lightmaps packed to a global atlas for ridiculous performance.
  • Level geometry batched for insane performance (giant levels might cause problems but we'll cross that bridge later)
  • Collision detection provided by ColMesh integration. Super performant, super Raaaaaaaad!
  • Basic support for dynamic models!
    • Can't pass through closed doors
    • Elevators will elevate you (needs a little work)
  • Worldspawn entity keys like fog let you set the mood in your level!
  • That retro warpy liquid shader thing!
  • Example FPS player pawn powered by verlet integration
  • You can swim! ( its kinda janky, but it works! )
  • Multiple supported BSP formats:
    • BSP29 - Classic Quake 1 format
    • BSP2 - limit removed format for more detailed level geometry!
  • Decoupled_LM: experimental new lightmap format with configurable resolution
  • Lightgrid: experimental new Q1 lightgrids are supported, complete with animated light styles
  • WRBrushes: specifically for implementation of the clip brush for true geometric collisions
  • And probably other stuff that I'm not remembering right now!
What is the current goal of OzarQ? I would love to get this to a point where it's viable for use in a real video game project. Right now it's not feature complete, but when it is you'll be able to not only load and explore the levels you create in tools like Trenchbroom, QuakeEd, QuArK and others, but you'll be able to interact with them. Trigger volumes will behave as expected, lava and slime will trigger pain states, buttons will trigger the activation of other things like moving platforms. The logic you design in the mapping process will just WORK.

OzarQ is being designed from the ground up to be open source. Once development reaches a point where it's usable, I will release playable demos that you can use to test your own maps, and the source code itself will be made available on itch.io and github.


The thing I think is fun about this project is the potential it brings for other game types to benefit from the BSP format. Before this is ready to ship, I would love to include a sample of maps that would be suitable for a boomer shooter fps, a 3d platformer, and a cart racer. I'm not much of a mapper, so if anybody else is interested, maybe I'll see about hosting a map jam <3

I'd love to know your feedback! I've put a lot of time and heart into making this thing haha.
 
Necrobump, but whatever happened to this project? It seems kinda interesting, and I think it could also further widen the appeal of GameMaker, even though I've never really tinkered with it much.