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68 lines
3.5 KiB
68 lines
3.5 KiB
These are some ideas about what you can do with this game: |
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- Play it. |
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- Stream it, review it. |
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- Speedrun it. |
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- TAS it (create a mod that helps with this). |
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- Hack it, break it. |
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- Package it, reupload it, share it. |
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- Port it to your favorite platform. |
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- Localize it to another language. |
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- Port to VR :) |
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- Port to GBA. |
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- Add OpenGL (or other accelerated) rendering, with true 3D, true color, |
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antialiasing, texture filtering etc. |
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- Add movement inertia. |
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- Add possibility to load levels at runtime from a file. |
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- Improve SW rendering on PC, e.g. use full z-buffer, particle effects etc. |
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- Try to add screen space filters, like screen space antialiasing or pixel art |
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upscaling algorithms. |
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- Add procedurally generated levels, maybe also procedural textures etc. |
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By taking this to the extreme you could fit this game into just a few kb. |
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- Add demo recording support. |
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- Write an AI that plays the game. |
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- Use it to promote anarchism, free SW, suckless SW, open consoles etc. |
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- Use it in demoscene. |
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- Use the assets in another project. |
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- Make the game run ENTIRELY in a GPU shader (will probably need heavier |
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modifications, e.g. removing recursion). |
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- Embed it into some other game as an easter egg. |
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- Use it in your art, e.g. if you're making a movie in which you need a public |
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domain game footage you can just use, this is for you. |
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- Create an "HD" pack, upscale textures, use more colors, HQ sounds, add |
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postprocessing etc. |
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- Take the assets and recreate the game in another engine, e.g. the Doom engine. |
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- Try to optimize this further, lower resource usage. |
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- Take another game, e.g. Freedoom, and recreate it in this engine. |
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- Create a script that will create 3D obj models of the levels, to be used in |
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Blender etc. |
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- Add multiplayer, coop or arena shooter. |
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- Add mid-level saving. |
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- Compile for bare metal, boot it from USB and play. |
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- Create an automatic random public domain game screenshot generator from this. |
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- Create advanced level editor. |
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- Create your own levels or a whole campaign. |
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- Create your own game based on this, e.g. something like Superhot. |
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- Create fun mods, e.g. asset replacements. |
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- Create another game (or different kind of work) from the same universe |
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(consider keeping it public domain so that others can continue in the same |
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spirit), or make fan art of the game (box covers, soundtrack remixes etc.). |
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- Use it as a benchmark/test for computers. |
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- Take the assets and use them as an inspiration for art you're creating, e.g. |
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create 3D models of the game monsters or weapons. |
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- If you're creating your own project, e.g. a free HW platform, you can use this |
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to showcase what your HW can do. |
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- Play around with the palette and see how it affects the visuals. |
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- Use it to make educational visualization, e.g. how a single frame is rendered, |
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show casted rays on top of the level map, visualize memory content, visualize |
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repository timelapse etc. |
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- Write an educational mini-book about the game's internals ala the black books. |
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- Use it in education, e.g. as a part of a project in a programming class. |
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- Use it as a general do-whatever-you-want source code, e.g. to test code |
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compilers, analysis, transpilation, formatting tools, machine learning etc. |
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- Remove ray casting and make this a top-down shooter, or test other rendering |
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techniques (raytracing, pathtracing, splatting, isometric 2D, ...). |
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- Create an even more minimal "microAnarch" version, strip down things like |
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camera shearing, mouse control, menu, map, reduce the palette to e.g. 16 color |
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or even grayscale etc. |
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- Use it in research, e.g. AI, comparison of compilers etc.
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