Hyperblood Overdrive Engine Features


Core Architecture

Base Framework:

  • Built atop GZDoom 4.x core for modern compatibility and UDMF map format.

  • Incorporates a Build-like sector/voxel handler adapted from EDuke32’s sector system, allowing full 2.5D editing freedom with room-over-room and destructible geometry.

Scripting Languages:

  • ZScript and CON hybrid system — allows importing of both .CON (from Build) and .ZSC (from GZDoom) to support mixed modding workflows.

  • New HBScript (Hyperblood Script): a meta-layer that lets you write logic in CON-style syntax but compiles to ZScript internally.

🏗️ Rendering & Level Geometry

True Room-Over-Room (TROR)

  • Full stacked sector and transparent portal rendering, backported from EDuke32.

  • Allows vertical overlapping rooms, layered maps, and elevators — all compatible with GZDoom lighting and 3D floors.

Build ART Format Support

  • Native loading of .ART tilesets for textures and sprites.

  • ARTs are automatically converted to GZDoom material definitions (TEXTURES lumps) at runtime.

Dark Forces WAX Support

  • Supports .WAX animated sprites from Dark Forces, allowing custom sprite-based actors with frame scripting and hitbox data.

  • Optional conversion to MD3 or voxel entities for modern rendering.

🧱 Object & Actor System

Voxel and Model Hybrid System:

  • .KVX, .VOX, .MD3, and .OBJ models supported simultaneously.

  • Custom shading styles: “RetroFlat”, “BuildSmooth”, and “ModernPhong”.

Destructible Environments:

  • Build-like wall and sprite destruction with physics fragments.

  • Integrated debris management system for performance-friendly gibbing.

🔫 Combat & Physics Layer

HitScan+Projectile Fusion:

  • Projectiles simulate Build’s “fast ray with sprite body” and GZDoom’s accurate physics.

  • Dual system allows both retro instant hits and modern ballistic modes.

Dynamic Limb Damage:

  • Based on ZScript’s actor damage states but expanded to include Build-like limb gibs (separate body parts, similar to Blood/Shadow Warrior).

🌆 Environmental Systems

Lighting & Effects:

  • Combines GZDoom’s dynamic lighting with EDuke32’s sector lighting logic (shade tables).

  • Real-time reflections and animated texture warping.

Liquid and Sky Layers:

  • Multi-depth water using TROR — swimmable with reflection layers.

  • Parallax skyboxes with optional Build-style tile skies.

🎵 Audio & Interactivity

Audio Engine:

  • MIDI, OGG, and tracker (MOD/XM/S3M) support.

  • Environmental reverb zones (Build’s reverb sector effect recreated).

Interactivity:

  • Classic Build-style usable objects (switches, doors, cameras).

  • Advanced GZDoom ACS triggers, now callable via .CON functions.

Get Hyperblood Overdrive

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