![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
however I didn't really go anywhere because i had no textures, no new palette, etc. Can't go from scratch. Plus i only had a Pentium 100MHz so i really couldn't use advanced software like i used to then.
Fastforward to now, I get off my duff and finally get back to it, and just made a nice low poly Firebrand for it! (534 triangles, 128x128x8 texture)
It's main target is Dosquake, but it'll go for the Dreamcast as well, even though I don't have one with me right now (lol) but I plan to fit as much as I could in the ram with stereo music included. I have a new palette too, if DC supports that. If it doesn't well get it supported then, new palletes make a big difference
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
I plan to have no lightmaps for levels and no ugly overbrighting either. I'll use higher poly models for cutscenes too. The cutscenes themselves WILL be models so I get much more dynamic control (i'm a modeler mostly).
Anyways, I got him standing, and jumping! He also clings to walls and (almost) flies. (btw, he's not supposed to be THAT close to the screen, i just zoomed the fov)
![Image](http://www.planetgargoyle.com/gq3jump.jpg)
![I'd Hit It |/|](./images/smilies/hitit.gif)
Oh and if you're wondering what this game is about - it takes place during the events between Gargoyle's Quest II and Demon's Crest (both 1337 games for the NES and SNES) and yes I did get the green light from Capcom when I asked ages ago so no worries about using a long abandoned franchise here. I'm a big huge fan of this guy anyways
![Razz :P](./images/smilies/icon_razz.gif)
No alpha release is available (i wish) though the phase i'm going through is new map textures and the basic weapons (Fire, Buster, Wind (create platforms to jump on), Claw (latch onto sharp surfaces) and Dark Fire)
P.S. since the standards i'm shooting for is actually lower than quake's itself it might run on a 486 dx2 66MHz w/ 8mb of ram in pure dos.