Michalis Kamburelis did the whole programming and most of the 3D modelling.
Szymon Stoma and Kaśka Zaremba designed and modelled the scenario
on "The Gate" level (all models in
modelled many 3D objects (keys, bow, quiver, arrows, ball_missile_s),
provided some sounds and a large amount of feedback.
Grzegorz Hermanowicz implemented underwater "sick" projection effect and started gravity for arrows implementation.
Michał Wojtkiewicz provided the
Great thank you to everyone who contributed!
Castle Game Engine. The base of our game.
We also used some engine tools and accompanying programs:
rayhunter was used to render some items 2D images (see
view3dscene was used to test and slightly edit 3D models,
and to make many screenshots.
data/kambi-castle-utils.eland various Makefiles, like
While most of the data used by the game was done
by "The Castle" team (see above),
some data was obtained from the Internet,
under various "free" licenses. Unfortunately, not 100% of them are really
FOSS compatible, but we're working on it.
castle/data/AUTHORS.txt for details.
The larger data collections used:
Inside the game I added, as a joke/experiment/tribute, a level based on well-known id Software game "Doom". Level geometry and textures come from original DOOM E1M1 level, the level is just converted to VRML (and changed in many places for my engine).
Thanks go to whole Id staff that produced DOOM. For a lot of technical details
how DOOM E1M1 level was done in my game, see the file
data/levels/doom/e1m1/README.txt in game data.
Music is taken from great "DOOM
I and II Music" as compiled by Paul Burdette.