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Interceptor Entertainment is doing a Rise Of The Triad remake.

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.
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#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

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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
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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.
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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

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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
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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.
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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).
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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

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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.
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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.
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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

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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

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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

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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

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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
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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 ^__^
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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
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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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User is offline   OpenMaw 

  • Judge Mental

#407

View PostTetsuo, on 21 January 2013 - 06:59 PM, said:

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 right here. Heed those words developers of ROTT. The logic is sound.
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User is offline   Micky C 

  • Honored Donor

#408

View PostDaveyDoomsday, on 21 January 2013 - 05:45 PM, said:

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.



When's the release date? :P
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User is offline   Malgon 

#409

^Haha, I pretty much asked the same question at Interceptors Quakecon panel last year! :P
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User is offline   DaveyDoomsday 

  • Interceptor PR

#410

View PostMicky C, on 21 January 2013 - 11:11 PM, said:

When's the release date? :P


Hah! Can't answer that just yet. Right now it's about figuring out when we can realistically launch while trying to find a nice spot to launch in between the big guys. When you're a small developer with a niche game, it's hard to get noticed (and sold) in the shadow of games like BioShock: Infinite so we find ourselves in a constant back and forth about when we can and if we can. Had things gone as we'd originally planned we'd be out by now, but given all that's happened since development started our cycle has been prolonged for all the right reasons. It'll take longer, but you're getting a bigger, better game. Personally I've got no problem with that. I've said it before and I'll say it again that the absolute LAST thing I want to do is put a date on it and then have to push it. I hate that. Everyone hates that. So I'd rather wait until we know we have a date that works on all fronts. In the meantime we'll keep showing you more and more as we've got more and more to show and hopefully you like what you see as we get closer to release!

This post has been edited by DaveyDoomsday: 22 January 2013 - 12:29 AM

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