Midsummer by Duranik

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DCGX
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Re: Midsummer by Duranik

Post#21 » Fri Oct 16, 2015 11:43 am

Roel wrote:
Nico0020 wrote:Hopefully they publish via redspot games again


We won't.


The frankness of this response literally made me laugh out loud. I'm looking forward to what you guys have coming! I still boot up Rush Rush Rally Racing from time to time.

On topic, despite not knowing anything about Midsummer, I'm really digging the title.

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VasiliyRS
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Re: Midsummer by Duranik

Post#22 » Wed Oct 26, 2016 1:47 am

Small update from a facebook page posted 20 october 2016 about unkown Duranik game for Dreamcast.

At the moment we are preparing a reprint of the original Sturmwind game, hopefully we this is done soon. We are working on something new since a long time, its no Sturmwind2 or a shootemup. Nevertheless i think it could be a nice game and of course it looks much better than Sturmwind

Yes its dreamcast. We made the mistake with Sturmwind to show it to early so people had to wait too long till it was finished, this is what we want to avoid this time.


Be sure to 'like them' and show your interest here:
https://www.facebook.com/Duranik/posts/ ... 1857072543


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Anthony817
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Re: Midsummer by Duranik

Post#24 » Mon Apr 15, 2019 4:39 pm

WOW! That looks bloody amazing! It seems to be using the awesome tech from Sturmwind as well which I think was the best pseudo3D engine I have ever seen! This is beautifully done!
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Omnibot2000
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Re: Midsummer by Duranik

Post#25 » Mon Apr 15, 2019 5:18 pm

Yeah, it is using a vastly improved STURMWIND engine which now supports more polygons, realtime lighting/shadows and (drumroll) Bump Mapping. I hope the community will encourage them to finish it.

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Anthony817
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Re: Midsummer by Duranik

Post#26 » Mon Apr 15, 2019 5:30 pm

Wait, so the original iteration wasn't using bump mapping? I could have sworn that detailed zombie head used it or it was very convincingly done to fake it! Wow I always thought the original engine did it. I can't wait to see what these guys can do with this game, it looks like a great Shinobi or Strider like game.
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Omnibot2000
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Re: Midsummer by Duranik

Post#27 » Mon Apr 15, 2019 6:12 pm

No, STURMWIND didn‘t use it. I actually am not aware of any game on DC that did. Yes, this is going to be a Shinobi-hommage, Revenge of/Super Shinobi to be precise. Love that, it‘s one of my favourite SEGA games. Shinobi on DS was great, this will be even better (I hope). At least the graphics look way better already :D

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Nico0020
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Re: Midsummer by Duranik

Post#28 » Mon Apr 15, 2019 11:11 pm

Omnibot2000 wrote:No, STURMWIND didn‘t use it. I actually am not aware of any game on DC that did.


Oh wow, I was also under the impression STURMWIND used bumpmaping.

Didn't Shenmue 2 use it for some coin when viewed in the inventory?

Regardless I am super stoked for this game, STURMWIND was absolutely amazing and I have no doubt this will be too.

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Anthony817
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Re: Midsummer by Duranik

Post#29 » Mon Apr 15, 2019 11:18 pm

Yes Shenmue did for that, and I thought I heard a few other games used them in some other small capacity. I know that apparently Star Wars Rogue Squadron 2 and or 3 were some of the first or only games that used it on Gamecube.

I am 100% sure that Soul Calibur used it on the ground textures. It is pretty obvious there.

Edit: Some people here were talking about it in 2008, I thought I heard that in a thread someplace and this looks like that thread I was remembering.

https://www.neogaf.com/threads/bump-map ... ast.89872/
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Tarnish
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Re: Midsummer by Duranik

Post#30 » Tue Apr 16, 2019 3:18 am

Anthony817 wrote:Yes Shenmue did for that, and I thought I heard a few other games used them in some other small capacity.


There was Sega Rally 2 with the logo in the background in either the 'Press Start button' or 'Main Menu' screen, dunno if that was just a prerendered animation or done in realtime tho.

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