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Interceptor Entertainment is doing a Rise Of The Triad remake.

#377

View PostGreen, on 06 January 2013 - 03:10 PM, said:


Don't know about you guys but Fresch never ceases to amaze me with his frequently inept/crazy adventures and stories.
Am I the only person here that is shocked to see the lead of such a so called ambitious project, making a video and wowing at teamviwer?
Does teamviewer actually require you to be leet to know about it?
I mean, teamviewer is the most basic and well known app for remote support since years...
I thought Fresch is supposed to be the guy in charge that knows a thing or two about computers and apps in general, yet here he is amazed at such a well known app.
Seeing the lead of such an ambitious project making videos describing his amazement with such well known basic apps as teamviwer, is a serious reason for me to doubt his general knowledge of computers and software...
I don't want to start making assumptions that Fresch is a complete noob but dear god...
I wonder if he already discovered VirtualBox or Vmware and what they do. I sure hope he doesn't go ape shit with amazement and gets a stroke on video if he ever discovers them in the future.
I sure hope he is not still using windows paint for his concept art and he already discovered other apps such as photoshop.

Leaving the irony aside and going past the fact that he only just discovered teamviewer and it's benefits, I just have to wonder what the actual fuck is he thinking here.
Aren't animations supposed to be conceived on a computer that is running smooth and allows the animator to actually see each and every keyframe transition properly and not have to conflict with streaming stuttering from team viewer?
I can only imagine how "smooth" and "precise" those animations will be, when the animator himself never gets to see them running without stuttering due to teamviewer streaming lag. But maybe I'm being too extreme here and their teamviewer clients are connected through an actual umbilical cord with 0ms latency and over 100mb at all times...
One also has to wonder wtf was going through his head when he decided to get a 15 year old kid on his team, that doesn't even afford a decent pc that won't crash or stutter when he makes animations on it...
Maybe Fresch really wants to prove to himself that he can command an international team of random people of all ages and skill levels and somehow get a great game done and then have Apogee sell it or something...
What is sad for me, is not that Fresch is doing this experiment by himself because as far as I'm concerned, it's his business and his experiments, I don't really care about his apparent addiction to being a commander, chief, master, lead,boss of a 15 year old and others.

What is really sad is that the famous lovely Apogee brand that so many have grown up with and have learned to respect for their awesome legendary games, is now being tarnished by a bunch of desperate opportunist people that have fallen to such a level where they accept to trust a guy named Fresch with 0 successful games in his portfolio, which is now waiting for a random 15 year old russian kid that can't afford his own dev pc, to get done with animating Fresch's 3d face via a stuttering teamviewer live stream on Fresch's computer and put it in a game that Apogee wants to have under it's label in the near? future...
Apogee's hopes of getting this game and selling it are there with that 15 year old russian kid.
I sure hope Apogee doesn't get their hopes trashed if the 15 year old russian kid gets grounded to his room with no tv or pc for not getting high grades in school lol...

Fresch is a tit with a hilarious hairdo and nobody cares about him even if he fails or wins.
Apogee however was bad enough that it died some years ago but now it's worse because it's become a zombie clown, making a fucking fool of itself and refusing to stay dead.
I rather have Apogee dead and with the memory of it's good old games, than have a bunch of fags own it and treat is this way and allow such fucktards to be the dev studio for their major upcoming game...
If this project doesn't fail and the game does come out, Apogee will be very lucky if the game will actually get a 6 on metascore and enough to cover their lost time...

This post has been edited by Mr.Deviance: 17 January 2013 - 06:41 PM

0

User is offline   Micky C 

  • Honored Donor

#378

Well the complete lack of any real gameplay shown for any reasonable length of time puts the marketing somewhere between DNF and Duke Reloaded, and neither of those games exactly had a happy ending.

For a game that was potentially supposed to come out last year, and with all the hype and talk about it, I'm getting quite frustrated at not having a proper look at core singleplayer gameplay.

It's almost like they have something to hide.
0

#379

View PostMicky C, on 17 January 2013 - 05:49 PM, said:

Well the complete lack of any real gameplay shown for any reasonable length of time puts the marketing somewhere between DNF and Duke Reloaded, and neither of those games exactly had a happy ending.

For a game that was potentially supposed to come out last year, and with all the hype and talk about it, I'm getting quite frustrated at not having a proper look at core singleplayer gameplay.

It's almost like they have something to hide.

Maybe they are Fresch out of 15 year old kids to do development for the game due to school having started and maybe some of them are grounded for not getting their homework done and getting bad grades :P
Or maybe, they just started learning how to develop a game while developing it.
Then there's also the possibility that Fresch is not happy with how his face is being modeled in the game and he demanded his team restarts work on the head model of that character and have it look even more like Fresch because he is the fuhrer of this project and bitches better recognize.
Of course these are just evil tendentious assumptions that people make.
If you were to ask me, I would totally be thinking that the real reason due to which the game is being delayed is because now the entire team is gathered via webcam in fresch's room and they are all jacking off in perfect sync, at the magic of teamviewer and it's amazing abilities to allow at 15 year old russian kid to animate fresch's 3d face on fresch's pc !
I wonder if sometime in the future Fresch will ever learn any lesson from his constant failing.

This post has been edited by Mr.Deviance: 17 January 2013 - 07:06 PM

-1

User is offline   Bloodshot 

#380

Honestly if I was making a game I would never want to put my face in the game.

Nothing wrong with my face, but I would feel me doing that would be needlessly narcissistic, and I would much rather create/have an artist create a cool looking character instead.
0

User is offline   Radar 

  • King of SOVL

#381

Deviance, you crack me up more than anyone else on this forum. Your posts are hilarious.

... but that's all they are. Not much of what you've written so far on this page has much weight regarding the factual matters at hand.
3

#382

View PostRadar, on 17 January 2013 - 08:43 PM, said:

Deviance, you crack me up more than anyone else on this forum. Your posts are hilarious.

... but that's all they are. Not much of what you've written so far on this page has much weight regarding the factual matters at hand.

It's what I'm convinced of and it's going to be pretty hard for anybody to convince me that Fresch is a capable guy when it comes to game development.
I've said it before and I won't say it again.
I'm glad you were amused of my posts, I don't think I should be very straight faced when talking about Fresch.
I tend to keep a straight face when talking about Apogee because I truly believe that Apogee is just fucking around with the brand at this point and hoping for a cash cow made brought to them by a bunch of spare time artists and coders.
All I see in this project is a team that operates exactly like a mod team that presents their tc mods on moddb.

This post has been edited by Mr.Deviance: 17 January 2013 - 09:03 PM

-1

User is offline   Kathy 

#383

Even worse, today's Apogee(LLC) has nothing to do with classic Apogee(Ltd.) except having all the licences.

And yeah, once I read "working on Frederik's computer in Denmark, all the way from his PC in Russia!" I was kind of "huh?". But I didn't have Mr.Deviance's ferocity to point it out. :P
1

User is offline   MusicallyInspired 

  • The Sarien Encounter

#384

I'm pretty sure Fresch knows about remote desktop control. Maybe all too well. The problem is he's treating his entire audience as if it's some magical feat of technology they took advantage of. It's meant to wow and it's just having the opposite effect because the audience for this game is not a bunch of console kiddies who know nothing about computers. It's for the PR.
1

User is offline   thatguy 

#385

View PostMusicallyInspired, on 18 January 2013 - 12:47 PM, said:

I'm pretty sure Fresch knows about remote desktop control. Maybe all too well. The problem is he's treating his entire audience as if it's some magical feat of technology they took advantage of. It's meant to wow and it's just having the opposite effect because the audience for this game is not a bunch of console kiddies who know nothing about computers. It's for the PR.


It kind of is a magical feat to get ahold of a real Unreal Engine 3 license for your information. Sorry you don't like seeing people get excited over such dreams coming true, nor someone actually caring an interacting with the audience. Oh wait, you're expecting corporate based professionalism? Fresch is acting no different than most indie developers. For the love of game development.

This post has been edited by s.b.Newsom: 18 January 2013 - 03:34 PM

1

User is offline   Hank 

#386

View Posts.b.Newsom, on 18 January 2013 - 03:33 PM, said:

It kind of is a magical feat to get ahold of a real Unreal Engine 3 license for your information. Sorry you don't like seeing people get excited over such dreams coming true, nor someone actually caring an interacting with the audience. Oh wait, you're expecting corporate based professionalism? Fresch is acting no different than most indie developers. For the love of game development.

I share my successes with my friends. Once I go public, the old PR rule book says: If you stand out of the crowd get ready for the tomatoes [being throwing at you]. Because you don't know how the public will react to certain 'news' items. The latest onslaught did not start with obtaining the Unreal License but a video about Teamviewer. I do like Teamviewer, I am using it this very moment, but .... Posted Image
1

User is offline   OpenMaw 

  • Judge Mental

#387

View Posts.b.Newsom, on 18 January 2013 - 03:33 PM, said:

It kind of is a magical feat to get ahold of a real Unreal Engine 3 license for your information. Sorry you don't like seeing people get excited over such dreams coming true, nor someone actually caring an interacting with the audience. Oh wait, you're expecting corporate based professionalism? Fresch is acting no different than most indie developers. For the love of game development.


There's nothing magical about obtaining the license. At all.
0

User is offline   TerminX 

  • el fundador

  #388

Haha, yeah. It's the "magic" of having $150-200k to pay for it (or however much it is).
0

User is offline   Ronin 

#389

I think RoTT will have a very niche market, I wonder, even if it is as great and old school as it sounds will it make a profit? Apart from people on this forum and a few other sites there doesn't seem to be a buzz about it apart from the original RoTT fans.

I hope it does well as it could be good for first person shooters and gaming in general. It does seem to be the time of the indie dev at the moment for pc at least so time will tell.

But after listening to Terry Nagy harping on about Critical Mass I have no confidence with anything he is involved with.

This post has been edited by Ronan: 18 January 2013 - 07:43 PM

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User is offline   Kathy 

#390

View PostRonan, on 18 January 2013 - 07:40 PM, said:

I think RoTT will have a very niche market, I wonder, even if it is as great and old school as it sounds will it make a profit? Apart from people on this forum and a few other sites there doesn't seem to be a buzz about it apart from the original RoTT fans.

It depends on how much budget is.

Quote

I hope it does well as it could be good for first person shooters and gaming in general.

Either way, there is very little chance it will sell much.

Quote

It does seem to be the time of the indie dev at the moment for pc at least so time will tell.

Honestly, to be in the same basket with successful indie games it needs to either try something new or kick it old school as hardcore as they can. I don't see them doing either.

How was successful Hard Reset, btw?
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User is offline   Micky C 

  • Honored Donor

#391

View PostBurnett, on 19 January 2013 - 02:30 AM, said:

It depends on how much budget is.


Either way, there is very little chance it will sell much.


Honestly, to be in the same basket with successful indie games it needs to either try something new or kick it old school as hardcore as they can. I don't see them doing either.

How was successful Hard Reset, btw?


Say "It depends on how much the budget is"

Hard Reset was absolutely not hardcore. From what I gather the levels are incredibly linear, there are regenerating shields, and on top of that, having two morphing guns makes it very difficult to tell what gun you're using, and when you're fighting robots it's much harder to tell what robot uses what attack, as opposed to something like Serious Sam where the enemies typically look very different and you know what you're dealing with.

The ironic thing with ROTT is that if it stays faithful to the original and has a 2 weapon limit, it will be a bit more like modern shooters compared to classic hardcore FPS games like Doom.

Edit: But that's one of the reasons I'm annoyed at the lack of gameplay footage, it's almost impossible to see if the gameplay is truely old school and hard core from the 0.5 second clips they show in the trailers, or whether it's some kind of bastard compromise.

The longer we go without proper footage, the worse it looks for interceptor.

This post has been edited by Micky C: 19 January 2013 - 02:53 AM

-1

User is offline   Mikko 

  • Honored Donor

#392

Wow, I love how obsessed so many of you are with Fresch

View PostMicky C, on 19 January 2013 - 02:51 AM, said:

The longer we go without proper footage, the worse it looks for interceptor.


I have zero faith or interest in this project but saying stuff like that makes many of you come off as crybabies.
-2

User is offline   Micky C 

  • Honored Donor

#393

We'll see. Either way I'll wait to see what the reviews and other players say.
0

User is offline   Hank 

#394

View PostBurnett, on 19 January 2013 - 02:30 AM, said:

How was successful Hard Reset, btw?

I have no concrete data on the game's success, but it does have it's first humble mod
http://www.indiedb.c...it-mod-released

but you can't compare the two. If Interceptor actually bought the Unreal License, it means to me they wanted it to port ROTT to XBox and/or PS3. Hard Reset was and is PC only and is distributed by Valve.

This post has been edited by Hank: 19 January 2013 - 07:42 AM

0

User is offline   Kathy 

#395

View PostHank, on 19 January 2013 - 07:37 AM, said:

If Interceptor actually bought the Unreal License, it means to me they wanted it to port ROTT to XBox and/or PS3.

Or they don't want to pay Epic 25% royalties. Which means they're expected to have sales worth at least $800k. Or both.

This post has been edited by Burnett: 19 January 2013 - 08:30 AM

0

User is offline   Tetsuo 

#396

View PostMicky C, on 19 January 2013 - 02:51 AM, said:

The ironic thing with ROTT is that if it stays faithful to the original and has a 2 weapon limit, it will be a bit more like modern shooters compared to classic hardcore FPS games like Doom.


More like 3, if you count the pistols. You don't have to drop the pistols to pick up the MP40 but one could argue that they are no longer necessary after one picks that up. Either way there's at least three weapons slots and the pistols could be consolidated so pressing the number for them toggles between dual and single mode. Either way it is in the original after all in 1995. Return of The Triad had the player carry all the rocket launchers at once and I found it to be a detriment.. not a benefit to the handling especially with the minimal HUD they used. Often at inopportune times I'm having to jam all the extra weapon slot keys to find out if I have any ammo in them. Which doesn't happen to me in other games.... there's something about those rocket launchers that doesn't make it as intuitive for me to carry them all at once.

I'd actually prefer it if the ROTT reboot stuck to the original weapons system but they're talking about adding in stuff like a dedicated alt-fire which wasn't in the original so they may not. In the original I liked setting the right mouse button to toggle between last equipped bullet weapon and rocket launcher. In my opinion, just because modern shooters adopted a limited arsenal doesn't retroactively make what they did in ROTT bad. Having it in there would not be a bastardized compromise. Actually, having all the weapons available at once is more of a bastardized compromise for ROTT in my opinion.

One other thing I think they should keep in regards to the weapons system is walking over the explosive weapon you intend on picking up should pick it up automatically rather than them putting in a more modern *hold 'Use Key' to switch to 'insert weapon here'* that modern games have.

This post has been edited by Tetsuo: 19 January 2013 - 01:22 PM

3

User is offline   Lunick 

#397

View PostHank, on 19 January 2013 - 07:37 AM, said:

I have no concrete data on the game's success, but it does have it's first humble mod
http://www.indiedb.c...it-mod-released

but you can't compare the two. If Interceptor actually bought the Unreal License, it means to me they wanted it to port ROTT to XBox and/or PS3. Hard Reset was and is PC only and is distributed by Valve.


Then why would Valve distribute DRM Free Physical copies of the game then? I don't think Valve did ALL of the distributing :P

This post has been edited by Lunick: 19 January 2013 - 04:41 PM

0

User is offline   Hank 

#398

View PostLunick, on 19 January 2013 - 04:41 PM, said:

Then why would Valve distribute DRM Free Physical copies of the game then? I don't think Valve did ALL of the distributing :P

Depends where you are getting with this ... there was another Publisher from Worms, I forgot the name, who distributed Hard Reset with 'exclusive' content on DVD. That additional content is now offered, free, on Steam for those that own the original Hard Reset. If you have that DVD, congrats, it's a great game in my books, but Valve pretty much over powered the 'other' distributor, methinks.

So we will not fall completely of topic, I still think one can not compare the two. Another obvious reason, ROTT is not out. Posted Image
0

User is offline   DaveyDoomsday 

  • Interceptor PR

#399

View PostTetsuo, on 19 January 2013 - 01:03 PM, said:

More like 3, if you count the pistols. You don't have to drop the pistols to pick up the MP40 but one could argue that they are no longer necessary after one picks that up. Either way there's at least three weapons slots and the pistols could be consolidated so pressing the number for them toggles between dual and single mode. Either way it is in the original after all in 1995. Return of The Triad had the player carry all the rocket launchers at once and I found it to be a detriment.. not a benefit to the handling especially with the minimal HUD they used. Often at inopportune times I'm having to jam all the extra weapon slot keys to find out if I have any ammo in them. Which doesn't happen to me in other games.... there's something about those rocket launchers that doesn't make it as intuitive for me to carry them all at once.

I'd actually prefer it if the ROTT reboot stuck to the original weapons system but they're talking about adding in stuff like a dedicated alt-fire which wasn't in the original so they may not. In the original I liked setting the right mouse button to toggle between last equipped bullet weapon and rocket launcher. In my opinion, just because modern shooters adopted a limited arsenal doesn't retroactively make what they did in ROTT bad. Having it in there would not be a bastardized compromise. Actually, having all the weapons available at once is more of a bastardized compromise for ROTT in my opinion.

One other thing I think they should keep in regards to the weapons system is walking over the explosive weapon you intend on picking up should pick it up automatically rather than them putting in a more modern *hold 'Use Key' to switch to 'insert weapon here'* that modern games have.


Hey Tetsuo, Dave Oshry here - ROTT 2013 marketing guy. Been coming to Duke4 "forever" but this is the first time I've actually posted on the forums O_o

Anyway, we're keeping the weapon system from the original ROTT. You will always have pistols and an MP once you get them but you can only hold one missile and magical weapon at a time. You have unlimited bullets, but the missile and magical ammo is limited as was in the original. There WILL be alt fire modes for the majority of the weapons, but only because once we started experimenting with them it was too fun NOT to have them. As for picking up weapons, yes you will pick them up automatically when you run over them. We talked about using a "Hold X to pick up weapon" mechanic but came to conclusion that it would ultimately slow down the pace of the game, especially in multiplayer. Can't have that. Gotta go fast. All the time.

Hope that answers a few of your questions. Feel free to bother me if you have any others. Questions about Frederik's hair aside...
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User is offline   DaveyDoomsday 

  • Interceptor PR

#400

View PostBurnett, on 19 January 2013 - 08:24 AM, said:

Or they don't want to pay Epic 25% royalties. Which means they're expected to have sales worth at least $800k. Or both.


Bingo. Well, semi-bingo.

This post has been edited by DaveyDoomsday: 21 January 2013 - 01:56 PM

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User is offline   Tetsuo 

#401

View PostDaveyDoomsday, on 21 January 2013 - 01:54 PM, said:

Hey Tetsuo, Dave Oshry here - ROTT 2013 marketing guy. Been coming to Duke4 "forever" but this is the first time I've actually posted on the forums O_o

Anyway, we're keeping the weapon system from the original ROTT. You will always have pistols and an MP once you get them but you can only hold one missile and magical weapon at a time. You have unlimited bullets, but the missile and magical ammo is limited as was in the original. There WILL be alt fire modes for the majority of the weapons, but only because once we started experimenting with them it was too fun NOT to have them. As for picking up weapons, yes you will pick them up automatically when you run over them. We talked about using a "Hold X to pick up weapon" mechanic but came to conclusion that it would ultimately slow down the pace of the game, especially in multiplayer. Can't have that. Gotta go fast. All the time.

Hope that answers a few of your questions. Feel free to bother me if you have any others. Questions about Frederik's hair aside...


Good stuff, all it needs is a toggle function\key to toggle between current equipped magic\missle weapon and last equipped bullet weapon.
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User is offline   Hank 

#402

View PostDaveyDoomsday, on 21 January 2013 - 01:54 PM, said:

...... As for picking up weapons, yes you will pick them up automatically when you run over them.

Hello! Posted Image

One had the option to pick up a loaded weapon and unload it in strategical places, or what will happen with the weapon I carry while running/picking up the other one?
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User is offline   DaveyDoomsday 

  • Interceptor PR

#403

View PostHank, on 21 January 2013 - 04:47 PM, said:

Hello! Posted Image

One had the option to pick up a loaded weapon and unload it in strategical places, or what will happen with the weapon I carry while running/picking up the other one?


Right now we're experimenting with the weapon pickup and drop distances in multiplayer. As is, depending on the direction in which you run over a weapon, your current weapon (of the same slot) will fly out a few feet from your character in the opposite direction so as you don't keep switching weapons, accidentally run over it again or (dog forbid) create an infinite loop.

We're also experimenting with a system wherein you can "throw" your equipped weapons in Team Deathmatch for tactical purposes (throwing weapons to teammates), but that's just something we're messing around with right now.

Currently, in single player the game will operate just as it did in 1995 where if you pick up a new weapon you will lose your current one. So no, you can't go placing them around strategically to pick up later. Plus, with the limited ammo you have for missile and magical weapons, combined with the speed of the game, we have no reason to believe that's going to be a big issue. Plus, there will be weapon pickups and powerups (and powerdowns) everywhere.

If for some reason you DO want to create maps and game modes where you can carry all the weapons at once or pickup and drop weapons wherever you wish - you can always use the editor and make a mod ^__^
2

User is offline   Hank 

#404

View PostDaveyDoomsday, on 21 January 2013 - 05:04 PM, said:

We're also experimenting with a system wherein you can "throw" your equipped weapons in Team Deathmatch for tactical purposes (throwing weapons to teammates), but that's just something we're messing around with right now.

Sounds good to me. All the best Posted Image
0

User is offline   DaveyDoomsday 

  • Interceptor PR

#405

View PostHank, on 21 January 2013 - 05:15 PM, said:

Sounds good to me. All the best Posted Image


Thanks! Feel free to ask any other questions and be sure to check out our Facebook for all the latest. We post everything there first.

This post has been edited by DaveyDoomsday: 21 January 2013 - 05:46 PM

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User is offline   Tetsuo 

#406

I'd like to see animations for those throwing mechanics such as them physically tossing the weapon behind them with their arms as opposed to the weapon just popping out their back like the backpack in Quake. It'd be kind of funny like.. "Eh, I don't need this weapon any more!" *discards by tossing it over the shoulder*

In the original the weapon pick up just stayed on the ground when the person walked over it though simply replaces it in the inventory & put the discarded directly on the ground replacing it and didn't let you pick it up unless you ran away from it and the back to it again quickly. In a way I think the original way may be less buggy\problem prone as one might accidentally throw their weapon someplace out of reach like in a lava pit or some out of reach nook or cranny.

This post has been edited by Tetsuo: 21 January 2013 - 07:20 PM

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