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Double post but... Quoting someone from the kickstarter thread: DatonKallandor posted:The people who made Descent are kickstarting a new Descent, only they can't call it Descent because some ex-starcitizen nobodies bought the name to kickstart a new Descent that is nothing like Descent at all a while ago. This game looks legitimately like Descent with a modern presentation.
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# ? Feb 11, 2016 05:28 |
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# ? Apr 26, 2024 06:31 |
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Hell yeah, I remember you posting that Sodom and Gomorrah bit before, you are a poet my good man. Carpe Nukem.
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# ? Feb 11, 2016 05:31 |
Frig off, Lahey.
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# ? Feb 11, 2016 05:33 |
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This was posted in the Kickstarter thread and probably worth sharing: The original creators of Descent are Kickstarting a spiritual successor called Overload. http://i.imgur.com/DMvHDSo.gifv Key Personell: Mike Kulas (Co-Creator of Descent, President of Volition) Matt Toschlog (Co-Creator of Descent) Luke Schneider (Descent 3 level designer, Radiangames) Chris Claflin (Saints Row lead environment artist) Dan Wentz (Audio and music for Descent 2, Freespace and Red Faction) Allister Brimble (Music for Descent CD, lots of other stuff) Various Former Descent Developers EDIT: lol beaten
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# ? Feb 11, 2016 05:37 |
Overload looks fantastic! Definitely chipping into that.
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# ? Feb 11, 2016 05:39 |
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So I was dicking around with the latest version of the software renderer created by leileilol and Qbism that adds colored lighting and a few other GL features to Quake II software mode. The only problem with this is that recent versions of this renderer are for Q2DOS, so to play it you have to download a Windows port of a DOS port of the WIndows version of Quake 2. Also the maintainer of the source port (not the renderer) is a goober who won't add interface scaling (a huge quality of life improvement at higher resolutions) because the engine is for "pre-P4 era computers with CRT monitors", as if anyone besides him is ever going to play this on such a machine. Who even has an old 4:3 CRT anymore? Anyway, videos happened. I'm not sure how far I will get in this without breaking my rule of not reloading in the middle of a map because I ran out of ammo in the supply station level on my last attempt. But here are the first two maps: https://www.youtube.com/watch?v=MrnPu1cgR0Q https://www.youtube.com/watch?v=hv9_dFAK1fI
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# ? Feb 11, 2016 05:44 |
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The Kins posted:EDIT: lol beaten You had a pretty graphic though. Seriously this looks really good. Pretty much exactly what I'd want out of Descent reboot.
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# ? Feb 11, 2016 05:50 |
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Yeah, I like the look of that. I really hope they keep the kinda simplified geometry and architecture; I think if you go too overboard with the details and polygons, it'll be pretty overwhelming with the full movement on top of it. It looks great. Definitely gonna toss a few bucks their way.
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# ? Feb 11, 2016 05:54 |
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Mr. Fortitude posted:I kind of get the impression John Romero regrets leaving iD. He's talked about and done a lot of Doom stuff lately which might be why. It's all he's done for like 15 years now.
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# ? Feb 11, 2016 05:55 |
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So I finally got my video recording setup working, and I did a play-through of the Doom Otakon wad. It's the modified version that TerminusEst13 posted a little over a year ago. I downloaded ZDoom in order to record the footage, and one of the things I noticed is that ZDOOM seems to render the game a lot brighter and a lot sharper than GZDoom does. What are the differences between all the different Doom source ports? I know that GZDoom renders everything in OpenGL, and that Zandronum is ideal for setting up online multiplayer, but I don't really know anything about the others.
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# ? Feb 11, 2016 12:56 |
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Max Wilco posted:So I finally got my video recording setup working, and I did a play-through of the Doom Otakon wad. It's the modified version that TerminusEst13 posted a little over a year ago. This is really cool, and makes me wish there were more Doom TCs where you get to wear proper power armour (yes, I know about MSX and Mechatron). That Priss HUD sprite is especially awesome and I wish I could just replace the regular Doomguy head with it in every mod. e; the music also owns. I feel like I should recognise the track that starts playing at https://www.youtube.com/watch?v=ST4ZZZNqhcw&t=307s but I can't place it. e2; the stuff with the building collapsing as you escape is also extremely cool. Lemon-Lime fucked around with this message at 13:17 on Feb 11, 2016 |
# ? Feb 11, 2016 13:06 |
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Lemon Curdistan posted:This is really cool, and makes me wish there were more Doom TCs where you get to wear proper power armour (yes, I know about MSX and Mechatron). Not a TC, but have you played Necrodoom? http://forum.zdoom.org/viewtopic.php?f=19&t=31741
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# ? Feb 11, 2016 13:23 |
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laserghost posted:Not a TC, but have you played Necrodoom? http://forum.zdoom.org/viewtopic.php?f=19&t=31741 I have, thanks, and it's pretty cool. I knew I was forgetting one.
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# ? Feb 11, 2016 13:35 |
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There's an interesting FPS in development, Diluvian, which mixes some oldschool gameplay with mix of NES-like visuals and colored lightning with Quake'sque architecture. Definitely interesting, but why it needs to be developed in UE4, of all things? https://www.youtube.com/watch?v=MJt1ygVF_PM A very early version is downloadable from GameJolt: http://gamejolt.com/games/diluvian/119602#close
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# ? Feb 11, 2016 15:12 |
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Alain Post posted:DNF sucks rear end and Duke is a chump. On the other hand, Duke3D kicks rear end and Duke is a champ. Or... Duke Nukem: Land of the Babes licks rear end and Duke is a chimp. I'll have to crunch these numbers and get back to you on this.
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# ? Feb 11, 2016 15:20 |
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The Kins posted:This was posted in the Kickstarter thread and probably worth sharing: The original creators of Descent are Kickstarting a spiritual successor called Overload. Careful, there have been multiple "Descent" kickstarters in the past, all of which kinda sucked and weren't even proper Descent.
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# ? Feb 11, 2016 15:49 |
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laserghost posted:There's an interesting FPS in development, Diluvian, which mixes some oldschool gameplay with mix of NES-like visuals and colored lightning with Quake'sque architecture. Definitely interesting, but why it needs to be developed in UE4, of all things? This looks like what Wrack should have been, really.
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# ? Feb 11, 2016 15:56 |
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laserghost posted:There's an interesting FPS in development, Diluvian, which mixes some oldschool gameplay with mix of NES-like visuals and colored lightning with Quake'sque architecture. Huh. Not sure what to think about that aesthetic. It's kind of like if 90s FPS games had descended from Marathon instead of from Doom & Quake.
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# ? Feb 11, 2016 16:01 |
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laserghost posted:There's an interesting FPS in development, Diluvian, which mixes some oldschool gameplay with mix of NES-like visuals and colored lightning with Quake'sque architecture. Definitely interesting, but why it needs to be developed in UE4, of all things? Eh, that looks okay but some of the graphics really REALLY jar with the 3D / 2.5D going on, not too crazy about the aesthetic overall. I'm more interested in this guy https://www.rockpapershotgun.com/2016/02/04/devil-daggers-release-date/ https://www.youtube.com/watch?v=HskOcc1ILAM Its like Quake had a baby with Geometry Wars.
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# ? Feb 11, 2016 16:42 |
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laserghost posted:There's an interesting FPS in development, Diluvian, which mixes some oldschool gameplay with mix of NES-like visuals and colored lightning with Quake'sque architecture. Definitely interesting, but why it needs to be developed in UE4, of all things? This just makes me sad that Retroblazer's Kickstarter crashed-and-burnt. They were aiming for a relatively modest $110k. They didn't even clear $5000. https://www.youtube.com/watch?v=t-mKRRgPzfs Guess we're just never getting that Megaman X FPS that I've dreamt of since I was a kid.
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# ? Feb 11, 2016 18:51 |
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I'll only donate to the new Not Descent if they get a soundtrack as as Descent II's. https://www.youtube.com/watch?v=RFlZmPIK3S0 And that main theme too: https://www.youtube.com/watch?v=ksPiXWw-SRE
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# ? Feb 11, 2016 19:14 |
Awesome Welles posted:I'll only donate to the new Not Descent if they get a soundtrack as as Descent II's. The guy who composed the CD versions of Descent's music is on board.
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# ? Feb 11, 2016 19:20 |
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I just hope they don't bring back the guy who did track 1 on the CD, it's godawful.
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# ? Feb 11, 2016 19:26 |
haveblue posted:I just hope they don't bring back the guy who did track 1 on the CD, it's godawful. Quake's Track 1 was some of Trent Reznor's best work.
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# ? Feb 11, 2016 19:29 |
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I started using darkplaces on a new Quake run. The lighting is kind of weird. In most places, it's still as dark as vanilla. In a few places, though, it's lit really brightly. Is there a setting I need to change? TBH I'd rather have the lighting up everywhere, but maybe I just need to turn the gamma up. Every level there's a few enemies I have to blind fire at because I can't see them in the dark.
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# ? Feb 11, 2016 19:31 |
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I'd suggest not using the RealTime lighting because it doesn't really work very well most of the time.
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# ? Feb 11, 2016 19:36 |
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So, now we have Descent: Underground, which is made by some unknown studio, and Overload, which is made by people who made the original games. Interesting times we're living. Allister Brimble did some kickass music during the Amiga days: https://www.youtube.com/watch?v=BQgVwM3aEt0
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# ? Feb 11, 2016 21:18 |
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laserghost posted:So, now we have Descent: Underground, which is made by some unknown studio
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# ? Feb 11, 2016 21:30 |
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22 Eargesplitten posted:I started using darkplaces on a new Quake run. The lighting is kind of weird. In most places, it's still as dark as vanilla. In a few places, though, it's lit really brightly. Is there a setting I need to change? TBH I'd rather have the lighting up everywhere, but maybe I just need to turn the gamma up. Every level there's a few enemies I have to blind fire at because I can't see them in the dark. Any particular reason you chose to use DarkPlaces? e: I should probably just include my follow-on here. Bottom line of course is, use what you want to use and more power to you for playing Quake. But sometimes people get steered into using something that doesn't quite match their druthers, so FWIW (and pardon the Reddit link) here's my latest opinion-dump about which Quake engine to use: https://www.reddit.com/r/quake/comments/44um6h/what_are_the_best_source_ports_for_quake_1_and_2/cztmwcn JLaw fucked around with this message at 21:41 on Feb 11, 2016 |
# ? Feb 11, 2016 21:31 |
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Lemon Curdistan posted:This is really cool, and makes me wish there were more Doom TCs where you get to wear proper power armour (yes, I know about MSX and Mechatron). The Bubblegum Crisis weapons and HUD replacement are actually taken from a separate mod. You can download it here: https://www.doomworld.com/idgames/combos/bgcdm1_2
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# ? Feb 11, 2016 21:44 |
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laserghost posted:There's an interesting FPS in development, Diluvian, which mixes some oldschool gameplay with mix of NES-like visuals and colored lightning with Quake'sque architecture. Definitely interesting, but why it needs to be developed in UE4, of all things? I played this and it's like a mix of Marathon 1 with the physics and music and ZPC with the striking, surreal art. It doesn't play that great but it's still early.
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# ? Feb 11, 2016 22:59 |
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Zaphod42 posted:Careful, there have been multiple "Descent" kickstarters in the past, all of which kinda sucked and weren't even proper Descent. Descent Underground, if I'm not mistaken, is focused on multiplayer. Overload is focused on single player. I never played Descent multiplayer and I played a ton of it singleplayer sooooo
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# ? Feb 12, 2016 00:00 |
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laserghost posted:There's an interesting FPS in development, Diluvian, which mixes some oldschool gameplay with mix of NES-like visuals and colored lightning with Quake'sque architecture. Definitely interesting, but why it needs to be developed in UE4, of all things? My main complaints are that all of the animations feel anemic and the gameplay seems slow and ponderous. I shouldn't have any complaints at all though, there needs to be more sprite-based FPSes made.
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# ? Feb 12, 2016 01:30 |
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Douk Douk posted:My main complaints are that all of the animations feel anemic and the gameplay seems slow and ponderous. I shouldn't have any complaints at all though, there needs to be more sprite-based FPSes made. Have you played Delver? It's not really a shooter, but a first person sprite-based roguelike.
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# ? Feb 12, 2016 02:27 |
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laserghost posted:There's an interesting FPS in development, Diluvian, which mixes some oldschool gameplay with mix of NES-like visuals and colored lightning with Quake'sque architecture. Definitely interesting, but why it needs to be developed in UE4, of all things? UE4 is cheap, well-documented, used widely enough one or more team members probably has prior experience with it, and has ports to drat near literally anything you could ever want to run on. What's really comparable, maybe idtech3? You're trading some documentation and nicer shadows for getting rid of the royalties, that's probably not worth it to most small teams. Keiya fucked around with this message at 02:46 on Feb 12, 2016 |
# ? Feb 12, 2016 02:44 |
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Keiya posted:UE4 is cheap, well-documented, used widely enough one or more team members probably has prior experience with it, and has ports to drat near literally anything you could ever want to run on. Unity and cryengine/Amazon lumberjack, since idtech 3 is an antique game engine that's a pain to use anymore.
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# ? Feb 12, 2016 02:47 |
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Unity isn't really any better suited to this than UE4, and which is preferable probably comes down to developers' personal experience. Lumberyard was literally released two days ago with no forewarning, this appears to have been in development for a while. Crytek wants four times what Epic does (last I checked anyway, they were asking for 20% compared to Epic's 5%) and doesn't really give anything more for it. Edit: And Lumberyard has some pretty onerous clauses in its license, like the one where you can't even use any web hosting service other than Amazon. Keiya fucked around with this message at 03:13 on Feb 12, 2016 |
# ? Feb 12, 2016 02:57 |
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Elliotw2 posted:Unity and cryengine/Amazon lumberjack, since idtech 3 is an antique game engine that's a pain to use anymore. Really, for anything nowadays it's a tossup between UE4, Unity & Lumberyard. They all seem almost equally powerful and the first two are exceptionally well documented. A lot of people turn their nose up at Unity still, but don't forget that the new (gorgeous-looking) Homeworld game was made using it. Also Firewatch which just came out, and The Forest, and etc etc.
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# ? Feb 12, 2016 02:58 |
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Elliotw2 posted:Unity and cryengine/Amazon lumberjack, since idtech 3 is an antique game engine that's a pain to use anymore. Weeeell… Unity, maybe. CryEngine is really a mess and pretty poorly suited for any kind of modding and indie development (at least if you want to play to the engine's strength). Just look at Star Citizen.
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# ? Feb 12, 2016 02:59 |
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# ? Apr 26, 2024 06:31 |
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Hey, they asked about competitors, not about which engines are good. I'd probably start assuming that most indie games are made in Unity or UE4 these days, since they're both good engines that don't have a subscription fee attached, and let you do some real fast drag and drop prototyping. Karasu Tengu fucked around with this message at 03:04 on Feb 12, 2016 |
# ? Feb 12, 2016 03:02 |