Here’s what Peter wrote in company of the screenies:
Hi Peeps,
Everything is going well with Dark Resurrection. I have lots of experience with Cartography Shop. It’s really a great program to work with, once you get used it. Very Happy
Gamespace is going well too. I’m busy watching the video-tuts for skinning and rigging. It LOOKS easy, now to do myself :(
So far I have:
- 11 multitextured maps (for outside locations: hills, mountains, cliff, rivers, etc)
- 4 maps (inside locations: inn’s , houses, churches, storage rooms )
- 15 different pieces of furniture ( chests, barrels, tables, chairs, vases, pots, cupboards)
- 3 different house types
- 11 tree-types
- 3 grass-types
- 2 rock formations
- 6 weed formations
- 1 windmill
- 1 cave-entrance
I also have a double layered skybox (both have the same dimensions, but you can only see one of them , the other one is hidden and is used for switching textures, then the hidden skybox slowly fades in, while at the same time the visible skybox is slowly fading out.) It can be used up to 5 different transitions right now.
There’s also a multilayered (and lightmapped) sewersystem that consists of a number of modules. I’m using modules because copying/building is faster than a loading a complete level, and lightmapping it afterwards. (btw: All sewerparts are loaded at the start of the game).
Very soon I’ll send some other screenies of the outside world.
That’s it so far , next time I will post some ideas about how the game will look and play.
Screenshots




It emerged today that Edgemaster has returned. After an alleged tapping up inquiry from Chelsea FC, ‘Edgey’ has had a busy year but has finally returned to upload two of Newts’s finest SF3 battle guides to the sites SF3 guide.
More stuff could be on the way, with the discovery of a half-finished map for the final battle of scenario 1.
Enjoy!
From stordarth of the Bowie Online team:
We have encountered a bit of a setback. The lead programmer of the engine we were using has decided to hang up his spurs, and is no longer programming the engine. This means we are stuck with the features that are there at the moment. The source code for engine has been released however, and one of our staff is looking into it to see if he can continue with the engine. Whilst I am confident he can do a bit, I fear we may be stuck in a rut. If there is anyone out there who knows how to use visual basic 6, and is interested in building on an online game engine that is already established quite well, I’d be glad to hear from you, as my staff are spread thinly enough as it is.
Failing that, we may be forced to work without features that were due to appear in the next release that was planned, and that will put the game back a lot.
From this topic on YOB.
“I suppose I’d best make an announcement about this.
Firstly, I’d like to say a massive thank-you to the people who’ve voiced their support for the project. I realise some (most) of you were just posting ‘cos people here made you, but I’ll let that count :P
Anyways, I’m sure some of you are eager to know if work on SO will resume. The old code is more than a little dated, so most of it is being scrapped. Fear not though, the new features should make up for this short delay in restarting things. There’s still some kinks in the design to work out, but it’ll all get sorted in time. As always, anyone who wants to suggest a feature is welcome to. No idea when the next demo will be out. I wouldn’t count on it being in the next few months, as I have a degree and a girlfriend to take care of. I’ll be using the worklog feature on the site to keep you all updated, so once I fix the site up you can check there to see what me and Newts are doing =)
So in other words, yes, it’s back.”
A heap of updates in this one, here’s a small list:
- Improved spell support
- Added Heal 1-2, Blaze 1-3 and Bolt 1-2
- Added support for 4 spells per character
- Implemented a VERY basic AI.
- AI will walk randomly within range and then attack whenever possible. You can enable it for any entity by setting “(entitynumber).ai=1” in the accompanying entityfile.
- Battle talk option
- Optimized Smee tile editor
- Improved import tileset and load new tileset features.
- Right mouse button can also hold a color now.
- Fixed the messy SMEE GUI on startup
- Enhanced hit point display in combat
- Additional battle backgrounds and land types :)
You can already see the screenshots below and the download link waay above. It’s still more or less a beta version, so any feedback is certainly appreciated!
I hope you guys will like it :)