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Interceptor Entertainment is doing a Rise Of The Triad remake.
#380 Posted 17 January 2013 - 08:09 PM
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.
#381 Posted 17 January 2013 - 08:43 PM
... 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.
#382 Posted 17 January 2013 - 09:00 PM
Radar, on 17 January 2013 - 08:43 PM, said:
... 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
#383 Posted 18 January 2013 - 07:58 AM
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.
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#384 Posted 18 January 2013 - 12:47 PM
#385 Posted 18 January 2013 - 03:33 PM
MusicallyInspired, on 18 January 2013 - 12:47 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.
This post has been edited by s.b.Newsom: 18 January 2013 - 03:34 PM
#386 Posted 18 January 2013 - 05:32 PM
s.b.Newsom, on 18 January 2013 - 03:33 PM, said:
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 ....
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#387 Posted 18 January 2013 - 05:58 PM
s.b.Newsom, on 18 January 2013 - 03:33 PM, said:
There's nothing magical about obtaining the license. At all.
#388 Posted 18 January 2013 - 07:09 PM
#389 Posted 18 January 2013 - 07:40 PM
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
#390 Posted 19 January 2013 - 02:30 AM
Ronan, on 18 January 2013 - 07:40 PM, said:
It depends on how much budget is.
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Either way, there is very little chance it will sell much.
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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?
#391 Posted 19 January 2013 - 02:51 AM
Burnett, on 19 January 2013 - 02:30 AM, said:
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
#392 Posted 19 January 2013 - 03:01 AM
Micky C, on 19 January 2013 - 02:51 AM, said:
I have zero faith or interest in this project but saying stuff like that makes many of you come off as crybabies.
#393 Posted 19 January 2013 - 03:03 AM
#394 Posted 19 January 2013 - 07:37 AM
Burnett, on 19 January 2013 - 02:30 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.
This post has been edited by Hank: 19 January 2013 - 07:42 AM
#395 Posted 19 January 2013 - 08:24 AM
Hank, on 19 January 2013 - 07:37 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.
This post has been edited by Burnett: 19 January 2013 - 08:30 AM
#396 Posted 19 January 2013 - 01:03 PM
Micky C, on 19 January 2013 - 02:51 AM, 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.
This post has been edited by Tetsuo: 19 January 2013 - 01:22 PM
#397 Posted 19 January 2013 - 04:41 PM
Hank, on 19 January 2013 - 07:37 AM, said:
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
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This post has been edited by Lunick: 19 January 2013 - 04:41 PM
#398 Posted 19 January 2013 - 06:17 PM
Lunick, on 19 January 2013 - 04:41 PM, said:
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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.
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#399 Posted 21 January 2013 - 01:54 PM
Tetsuo, on 19 January 2013 - 01:03 PM, said:
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...
#400 Posted 21 January 2013 - 01:55 PM
Burnett, on 19 January 2013 - 08:24 AM, said:
Bingo. Well, semi-bingo.
This post has been edited by DaveyDoomsday: 21 January 2013 - 01:56 PM
#401 Posted 21 January 2013 - 03:05 PM
DaveyDoomsday, on 21 January 2013 - 01:54 PM, said:
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.
#402 Posted 21 January 2013 - 04:47 PM
DaveyDoomsday, on 21 January 2013 - 01:54 PM, said:
Hello!
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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?
#403 Posted 21 January 2013 - 05:04 PM
Hank, on 21 January 2013 - 04:47 PM, said:
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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 ^__^
#404 Posted 21 January 2013 - 05:15 PM
DaveyDoomsday, on 21 January 2013 - 05:04 PM, said:
Sounds good to me. All the best
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#405 Posted 21 January 2013 - 05:45 PM
Hank, on 21 January 2013 - 05:15 PM, said:
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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
#406 Posted 21 January 2013 - 06:59 PM
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
#407 Posted 21 January 2013 - 10:31 PM
Tetsuo, on 21 January 2013 - 06:59 PM, said:
^^^^ This right here. Heed those words developers of ROTT. The logic is sound.
#408 Posted 21 January 2013 - 11:11 PM
DaveyDoomsday, on 21 January 2013 - 05:45 PM, said:
When's the release date?
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#409 Posted 21 January 2013 - 11:55 PM
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