i am personally going to make a raycasted pacman clone,
hows about a hedge maze game?! i got the idea yesterday while changing the map around. you could make lots of maze's made out of hedge or any other textures where the player starts at the middle and has too find the exit there could be like four exit's but 3 are dummies.
and all the while the player fights against a ticking clock. you could hide the hud and if the player gets lost let them trade some of there time left for a quick look at the map.. you could even throw little trivia challenges or something along the way in.
i think it would make a brilliant brain game. i really think it was a shame that raycasting came along so close too the begining of 3d rastering. the technology never got a chance too be fully explored, i mean just imagine a raycasted bomerman clone! it would still retain the oldschool feel but have a different dimension. there is lots of stuff we can do that i havent seen before such as scroll the map depending on cam position. then maps can be infinitly large.
anywho...
here's a pretty huge update from me.
firstly i put all vars in objects but then reverted back again. i don't want at this stage for this too satisfy my need's it needs too be simple so others can adapt/mold it into what they need for there games.
right now onto changes made ill do a little list
1. added global var SHADING setting this too 1 enables global shading, sprites walls etc. guess what setting it too 0 does

2. fixed sprites so they rotate around there center and now the also draw in the center of there tiles
3. increased map size by a lot
4. it now draws lots of animated sprites, lots of static ones, and lots of object sprites.
5. enhanced sprite drawing code for huge speed up.
6. added markers for sprites on the minimap.
7. added a global var for sprite culling distance decreasing this var increases pop in but increases speed. increasing has the negative effect of this.
8. fixed code so everything sprites walls etc dynamically change detail level off of STRIPWIDTH. if you increase this you will see everything losses detail uniformly
9. changed fps too 30. only because firefox renders really clunky. in chrome im getting 60fps no problems. but even at 30 this gives us lots of meat for game logic.
10. changes movement amounts too compensate for the fps clamp.
and there is lots more but i can't remember

i am really happy with how this is going so far. now its really just on too bug finding and fixing there are sure too be some bugs that will pop there head up when building a game. then we can fix as we go.
it really is a good little engine even as big as the map is now i tested double this size with half the scale and it was still playable.
let me know what you think
