HexeR Jan 21 @ 12:57am
Heres to hoping Witchaven gets the revival treatment
A little underrated gem from the 90's, very similar gameplay style to Duke Nukem though it's more RPG, kinda like Hexen.

It doesn't run too well on modern systems because of the wonky control scheme, but hopefully it gets revived by some studio and put on steam.
Showing 1-15 of 15 comments
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>M@tEo$< Jan 21 @ 10:27am 
Powerslave/Exhumed would be cool to, in the category of not well-known underrated gem Build game. At least a nice mouse support *o*
Kvaki Jan 21 @ 11:57am 
noo... needs Nam/Napalm! and WW2 GI. fun war shooters using build engine and multiplayer is fun xD
Hendricks266 Jan 21 @ 12:34pm 
Both Witchaven's developer, Capstone, and publisher, Intracorp, are defunct, so there is no company that would license such a thing. However, the programmer released the source code, so you may see it added to EDuke32 in the future.

Kvaki: EDuke32 supports NAM, NAPALM, and WWII GI. In fact, the source code ancestry goes like this:

Duke Nukem 3D --> NAM/NAPALM --> WWII GI --> EDuke (DOS version)

Duke Nukem 3D (2003 Public Source Release) --> JFDuke3D --> Megaton

JFDuke3D + EDuke 2.0 Source Release --> EDuke32
AN UPSET Jan 21 @ 5:34pm 
An important thing to note that Build licensees often only had just precompiled renderer libraries to work with, and they all had to build a game framework around them from scratch so most of the Build games barely had anything else in common (especially Duke3D, the only modular one which was sublicensed to Xatrix for Redneck, as well as those two WizardWorks games and that infamous Head Games game).
This is unlike licensing Unreal or any id technology since they would also provide the game code to start on, often being a common ground (which helped Strife get nicely reverse engineered into ports for example).



I'd be happy and content for minor fixes to the existing DOS source of WH to rid of the seemingly annoying player friction bug, and to get the Build libraries a bit more up to scratch so Vesa 3.0 can be supported for better performance. Despite the Crapstone, there is a noble attempt of making a game in there somewhere....
HexeR Jan 21 @ 6:13pm 
Originally posted by AN UPSET:
An important thing to note that Build licensees often only had just precompiled renderer libraries to work with, and they all had to build a game framework around them from scratch so most of the Build games barely had anything else in common (especially Duke3D, the only modular one which was sublicensed to Xatrix for Redneck, as well as those two WizardWorks games and that infamous Head Games game).
This is unlike licensing Unreal or any id technology since they would also provide the game code to start on, often being a common ground (which helped Strife get nicely reverse engineered into ports for example).



I'd be happy and content for minor fixes to the existing DOS source of WH to rid of the seemingly annoying player friction bug, and to get the Build libraries a bit more up to scratch so Vesa 3.0 can be supported for better performance. Despite the Crapstone, there is a noble attempt of making a game in there somewhere....

I've seen less known games get steam-wide releases, so it's entirely possible that Witchaven gets some attention. Hopefully it's the second one, as that one came with a supported level editor and was overall more polished.

Also, the games had multiplayer as well, so if the developers who released Duke Nukem or Shadow Warrior get their hands on Witchaven, we could see a very similar release.

P.S. I'm very fond of old 2.5D/Build Engine games in general. They have a sort of arcadey charm in their 3D, interactable environments and stock enemy design. Would love to see a modern take on the style (which I tend to think of as more a genre). I mean, hell, we keep seeing final fantasy 3/4 clones coming out, and other 2D platformers/shooters...Maybe we'll get lucky and have a fan of 2.5D games get something greenlit on steam in the future in a similar vein to Blood or DN.
Hendricks266 Jan 22 @ 7:35pm 
Originally posted by AN UPSET:
I'd be happy and content for minor fixes to the existing DOS source of WH to rid of the seemingly annoying player friction bug, and to get the Build libraries a bit more up to scratch so Vesa 3.0 can be supported for better performance.
Linking the Witchaven 1/2 and TekWar game code up to EDuke32's cross-platform BUILD engine would be the easy part. The hard part would be de-DOS-ing the game code for stuff like file access.
HexeR Jan 22 @ 7:46pm 
Originally posted by Hendricks266:
Originally posted by AN UPSET:
I'd be happy and content for minor fixes to the existing DOS source of WH to rid of the seemingly annoying player friction bug, and to get the Build libraries a bit more up to scratch so Vesa 3.0 can be supported for better performance.
Linking the Witchaven 1/2 and TekWar game code up to EDuke32's cross-platform BUILD engine would be the easy part. The hard part would be de-DOS-ing the game code for stuff like file access.
Haven't independent modders already figured out how to de-dos the game code? I mean, just look at Skulltag.
>M@tEo$< Jan 23 @ 9:05am 
Originally posted by HexeR:
Originally posted by Hendricks266:
Linking the Witchaven 1/2 and TekWar game code up to EDuke32's cross-platform BUILD engine would be the easy part. The hard part would be de-DOS-ing the game code for stuff like file access.
Haven't independent modders already figured out how to de-dos the game code? I mean, just look at Skulltag.

They know how to do it, the problem pointed is the difficulty of doing it.
Da Doom Man Jan 25 @ 7:22pm 
Originally posted by AN UPSET:
An important thing to note that Build licensees often only had just precompiled renderer libraries to work with, and they all had to build a game framework around them from scratch so most of the Build games barely had anything else in common (especially Duke3D, the only modular one which was sublicensed to Xatrix for Redneck, as well as those two WizardWorks games and that infamous Head Games game).
This is unlike licensing Unreal or any id technology since they would also provide the game code to start on, often being a common ground (which helped Strife get nicely reverse engineered into ports for example).

Can you or somebody else elaborate on this?

Why would apogee/3d realms not give them "standardized" code to work with?
AN UPSET Jan 25 @ 8:25pm 
Duke Nukem 3D wasn't finished and ready in 1994 or 1995.
Kvaki Jan 25 @ 9:06pm 
Originally posted by Hendricks266:
Both Witchaven's developer, Capstone, and publisher, Intracorp, are defunct, so there is no company that would license such a thing. However, the programmer released the source code, so you may see it added to EDuke32 in the future.

Kvaki: EDuke32 supports NAM, NAPALM, and WWII GI. In fact, the source code ancestry goes like this:

Duke Nukem 3D --> NAM/NAPALM --> WWII GI --> EDuke (DOS version)

Duke Nukem 3D (2003 Public Source Release) --> JFDuke3D --> Megaton

JFDuke3D + EDuke 2.0 Source Release --> EDuke32

thats cool but would like to see it on steam. I bet no one here has even play Nam/naplam and ww2gi and/or multiplayer which is amazing xD
Kvaki Jan 25 @ 9:08pm 
heres a video of Nam
https://www.youtube.com/watch?v=uo07GqlHjCg

played and edited the crap outta this game! airstrikes, explosions, mortars, tripwires! fake multiplayer was epic also with bots. and you had medics, demomen and other classes that could follow you ingame to help
Kvaki Jan 25 @ 9:10pm 
WW2 Gi video
http://youtu.be/LSuflryCM-I

same thing with this game . had medics and etc ingame to help you.
>M@tEo$< Jan 26 @ 1:37am 
I played them in MP twice afair, with a friend; I remember as well Platoon, Starship Troopers, and all these TCs :)
Kvaki Jan 26 @ 8:03am 
ah yeah platoon was fun and starship troopers mods lol!
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Date Posted: Jan 21 @ 12:57am
Posts: 15