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Mods and Game Logic in QuakeC
Service description
I'll write mods and game logic in QuakeC for games on the Quake engine — from a single custom weapon to a complete gameplay overhaul. QuakeC is a C-like scripting language that powers the original Quake by id Software and its modern successors. I've spent years living inside its quirks: think-functions, the world entity, global self and other, spawnflags, nextthink timing, and the classic structure of .qc files.
What I can build: custom monsters with believable AI states (idle, wandering, pain, attack, retreat), new and reworked weapons with correct muzzle flash, recoil, and projectile logic, deathmatch and cooperative modes, pickups and inventory systems, teleporters, triggers and moving platforms, HUD and status bar changes, as well as complete standalone mods packaged in a ready-to-release folder.
I work with both classic gpl-progs and modern engines. For FTEQW and DarkPlaces I use extended builtins, CSQC client code for smooth prediction and custom HUDs, and SSQC server logic that remains compatible with vanilla clients when needed. I compile through fteqcc, keep code warning-free, and structure it so you or your team can extend it further rather than fight through a mess.
Every project includes readable commented source code, a brief architecture note, and testing right in the engine on real maps, so behavior is proven rather than just compiled. Send me an idea, a ready mod for refinement, or a bug that's stumped everyone else — and I'll honestly tell you what's realistically doable and on what timeline.
What I can build: custom monsters with believable AI states (idle, wandering, pain, attack, retreat), new and reworked weapons with correct muzzle flash, recoil, and projectile logic, deathmatch and cooperative modes, pickups and inventory systems, teleporters, triggers and moving platforms, HUD and status bar changes, as well as complete standalone mods packaged in a ready-to-release folder.
I work with both classic gpl-progs and modern engines. For FTEQW and DarkPlaces I use extended builtins, CSQC client code for smooth prediction and custom HUDs, and SSQC server logic that remains compatible with vanilla clients when needed. I compile through fteqcc, keep code warning-free, and structure it so you or your team can extend it further rather than fight through a mess.
Every project includes readable commented source code, a brief architecture note, and testing right in the engine on real maps, so behavior is proven rather than just compiled. Send me an idea, a ready mod for refinement, or a bug that's stumped everyone else — and I'll honestly tell you what's realistically doable and on what timeline.
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