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If you could add 1 thing from DNF.....

User is offline   Lunick 

#31

View PostDoomfrost, on 10 April 2013 - 09:38 PM, said:

The Expander gun, was in Duke 3D, wasn't brought into DNF. Was really let down when I couldn't make my enemies grow and explode.


Did you play The Doctor Who Cloned Me?
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User is offline   Doomfrost 

#32

View PostLunick, on 10 April 2013 - 09:47 PM, said:

Did you play The Doctor Who Cloned Me?


No I haven't. Why is it in there?
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User is offline   Lunick 

#33

View PostDoomfrost, on 10 April 2013 - 09:59 PM, said:

No I haven't. Why is it in there?


Yes and some other weapons.



This post has been edited by Lunick: 10 April 2013 - 10:02 PM

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User is offline   Micky C 

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#34

View PostLunick, on 10 April 2013 - 10:02 PM, said:

Yes and some other weapons.




Yeah but it's not really anything like te duke 3d version. It doesn't make them expand, explode and do damage to other enemies.
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#35

If I could add the things I knew were supposed to be in DNF, or what I was expecting, here's my list:

-Wide open levels with no rails, based upon actual blue prints of real places.

-A huge Las Vegas hub where you could enter and explore every single building, enter buildings in any order you choose, enter a few buildings, or not enter any buildings at all. Exploration of the hub would be key to finding secrets to benefit Duke, or expand upon the story.

-The choice to continue the game with side characters, or not if you killed them.

-Once Bombshell is your ally, if you try to grope her bosom, or, heaven forbid, shoot her bosom, she takes out a super shotgun and gibs you.

-Constant dialogue battles between Duke and Bombshell, where Duke tries to flirt with her, and slams him down. The game should end with her still not being attracted to Duke, despite saving the world with him.

-Return of some essential Cycloid enemies from Duke 3D

-Bring in the cut enemies, such as the Ant Guards, those Hitmen which Duke sniped in the 2001 trailer, the terminator bots, Morningwood vultures, the infested EDF guards, and the Grey Aliens.

-Return of Proton's Techbots from Duke 1, which are larger, deadlier, have more maneuverability, and clever A.I. Like the Foot Techbot.

My link

-DNF's concept claimed that Dr. Proton summoned a whole array of alien species through Area 51's communicators, so bring in some new alien enemies as well as old ones. The Rigelatins should return again, so I think that perhaps the Rigelatin slug guys should appear dressed up as Boy Scout Masters on mechanical horseback? Then maybe a selection of the classic Rigelatin enemies...

My link

-An abundance of interactivity with the NPCs and the environment.

-Duke's character having a little bit more development, and some good dialogue and interaction with the NPCs.

-Original one-liners, without abusing their "homage" to Evil Dead to death.

-No repeats of the original Duke 3D bosses... Okay, perhaps as flashback battles, but I wanted the DNF bosses to be completely new, enormous, challenging, and fun.

-A flashback battle with Dr. Proton in the deep, deep, deep Jetsons-like future, where Duke recalls seeing him crash into the spiked floor and explode in blood and nuclear confetti.

-Those spaceships from DNF 98 trailer.

-The motion and blood effects from DNF 2001.

-An enormous boss battle at a military airport, where the titan alien crashes through the airports window wall.

-The solar flare effects from DNF 98.

-The strippers, hookers, prostitutes, tourist women, and singers all having a little more personality.

-Expanding upon The Thing concept from the DNF 2001 trailer.

-Boss battles with the giant robot and giant Proton screen from the DNF 98 screenshots.

-The red chainsaw.

-Three different boss encounters with Proton.

-A well done twist at the end.

-A highly satisfying and original boss battle, or at least one that's very much fun.

-Gus attacking enemies with his pick axe.

-An cathartic climax, and a satisfying, multi choice, interactive resolution ending.

If done today as a mod, I would opt for either Knightmare's KMQuake II engine, or the Unreal Tournament 98 engine.

This post has been edited by Flying Techbot: 30 May 2013 - 02:23 AM

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#36

View PostX-Vector, on 21 March 2013 - 02:32 AM, said:

Peeking through bulletholes.
Water that does stuff.
"If you can see it, you can use it. If you can't use it, you can break it. If you can't break it, you can blow it up" (paraphrased).

In short: "insane interactivity".

Source: http://www.shacknews...anchor_14250739

Source: PC Game Guide 1999 Annual Computer Games Preview, pages 109-110


Do you know how hard peeking through bullet holes would be? I don't think any game has that option with every bullet hole. Maybe with objects that have bullet holes already in them. But every bullet hole dynamically becoming a peekhole? That's hard. Games that have come close to doing that level of interactivity are like Stalker and Metro.

Also the same can be said for the "insane interactivity." A whole shitload of work would be involved to get everything to operate like that.

Would I love to see stuff like this? OH HELL YA! Would it be feasible? In all honesty - no. It would have to be a PC exclusive title which let's face it, is hard to come by. Indy developers may do something like that. But AAA titles? or even AA to B rated titles? No. We wouldn't see something like that as they would all have to be multiplat. Hell the "dynamic bullet holes" thing alone takes a lot of work and I don't think it's ever been fully accomplished in any game.

View PostHank, on 22 March 2013 - 03:26 PM, said:

I never heard of GeoMod; if it is what I think it is, is alive and well. Crytek has extensive destructible possibilities, and Unreal can probably match it, and let's not forget my Unity 3D, it also has a new engine for it. So, if you a pro game developer, hey, hire programmers to fine tune the script! And yes, you could blow up an entire building and flush the card, as you wrote. Posted Image So I am not alone in my request! Cheers to that Posted Image


Destructible environments are possible in CryEngine 3, Unreal3/4, and of course Frostbite. Hell any game that has the ability to use either Physx or highend havok has that ability. CryEngine3 actually still has the possibility to create destructible environments even in the FreeSDK. It just takes a hell of a lot of work. But the Unreal engine by far has the easiest implementation of it thanks to Physx. People have already created maps/mods that have extensive destructibility. In fact there's one or two free ware multiplayer games that are based entirely around it. Plus there's thousands of tutorials on how to do it.

The UDK actually has it fully integrated IIRC. So people can now create destructible environments with the UDK. (the free version of the Unreal 3 engine.)

Frostbite of course is the engine behind Battlefield Bad company 2 and BF3/4. BC2 had destructible buildings, etc. BF3 has that but to a lesser extent because of DX11. They toned it down because BF3 is entirely done in DX11. So they toned it down a lot. But I imagine BF4 is going to be a compromise between BC2 and BF3.

So if the new Duke Nukem was done in Unreal, it would be extremely easy for them to include 100% destructible environments. Well I should say it would be "easier" then any other engine. That's because Physx is completely integrated with it. The tutorials from the mod community actually make it look easy. So it's not like it would be impossible or add a crap ton of work. The mappers just need to actually do it.

As for me - I just want mods. I want the ability to create mods and of course the new Duke to be more like Duke3D. DNF was awesome but it was inferior to Duke3D. The hype/dev time absolutely killed it. Did I still enjoy it? Oh hell ya! But nowhere near as much as I should have enjoyed it!

This post has been edited by xPreatorianx: 29 May 2013 - 05:26 PM

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