Highest Rated Comments


rizzoislandgame16 karma

Because it already has a rich homebrew community and it is the easiest to be able to distribute a game. Since there doesn't need to be any special disk, just a CD-R I thought it would be perfect! It also has support for Redbook audio which can be played in a CD player. It's an excellent feature because I want people to listen to my late Uncles music, which the game is based on!

rizzoislandgame6 karma

Cool! Yeah, I'm not much of a coder, but someone ported the Quake Engine to the Dreamcast, which is what we are using to make our game! I knew enough about C/C++ to edit the menu code so that it displays custom text and removed a few redundant options. I'm even getting help from the awesome Mankrip who ported the engine! He's a busy man, but he's taken a lot of his precious time to help me out which has been awesome!

rizzoislandgame5 karma

The game is about my late uncle who passed away two years ago. Basically, he's flying through the air in his psychedelevator but something happens and he crashes onto an island. He now has to platform his way across multiple islands to get back to his psychedelevator and find a new place to chill!

Right now we have about 5 people working on it. Our modeler who I commissioned originally decided to not join the project full time to focus on school, but until we find a new extremely low-poly modeler we have enough assets to make a demo to release! Just need a QuakeC coder to put them in the game!

Probably release date is late 2018 if we are lucky, mid-2019 if things go haywire or life responsibilities get in the way.

Yes I love avacados! I have a recipe where I use Mexican blend cheese and salsa con queso on a quesadilla, then put an avacado slice on each quesadilla slice and swirl sriracha on the whole thing!

rizzoislandgame4 karma

Wow! Thanks a lot man! That would really help since we need all the funding we can get to make this happen (not to sound desperate)! Yeah, that's the only problem we've constantly run into. We are making very large levels for a quake engine game, which Quake is not exactly optimized for. However, by increasing the polycount and the memory heap size, we've gotten the first level to run at a decent framerate!

rizzoislandgame4 karma

If coding is your forte, then you'll need to install cygwin and follow instructions on how to set up the Kallistios toolchain! The best tutorial on how to do that is here: https://www.neogaf.com/threads/lets-build-a-sega-dreamcast-game-from-scratch-breakout.916501/

However, there are several releases and some of the older code isn't compatible with newer compilers. In fact, the Quake engine we are using called makaqu uses the first Kallistios release, so I had to make a virtual machine and install XP on it so I could compile the darn thing! If you want more info on how to do that, message me later and I'll tell you how to compile it! I'll probably release a tutorial on how to compile it soon.

A good place for coding help is the DCemulation forums and the Assembler games forums. Those are where most of the Dreamcast coders are located!