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Interceptor Entertainment is doing a Rise Of The Triad remake.
#440 Posted 04 February 2013 - 07:20 PM
This post has been edited by Burnett: 04 February 2013 - 07:21 PM
#441 Posted 04 February 2013 - 07:49 PM
#442 Posted 04 February 2013 - 09:13 PM
Burnett, on 04 February 2013 - 07:20 PM, said:
Well yeah, but I often find these 'immersion' features often make me less engaged. I like having the HUD up all the time, because it holds information I need to know.
#443 Posted 05 February 2013 - 07:02 AM
#444 Posted 05 February 2013 - 09:58 AM
Thanks for all the comments as well as the criticisms on our latest production diary - they're always welcome. I brought your concerns up with Frederik and Leon to confirm some things before replying to you guys to make sure I'm not spouting BS at ya.
First things first! That wall clipping you saw during the bit of gameplay where Daniel was discussing secrets and exploratory level design was old footage. The way pushwalls currently work is that they will move backward on actual rails that you can see when the wall has been moved. This allows us to still have things as ridiculous as pushwalls but gives us a way for them to seemingly make sense. You know, as if someone engineered these things on purpose! Here's a picture from an unfinished level to show you what I mean:
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There are actually three secret areas in that one room you saw in the video. We've got 'em all over the place. Some easy to find - some not so easy to find. Now, in reply to what Bloodshot said:
Quote
Fred is a very big fan of that style of level design (I think we've discussed it on a podcast) and as such there will almost always be a visual cue to let you know, "Hey - there might be a secret here" ...As much as I know you all love "WHERE IS IT" style wall humping to find secrets. It might be a slightly discolored texture, different lighting, a cracked brick - or you may just see the secret plain as day - just not the switch to open the door for it!
As for the disappearing HUD! What Asle didn't point out in the video is that currently you have to be idle for quite a good while for it to fade out. It won't happen often during most levels due to the constant madness taking place, but during levels like "The Room" where there are no enemies and only puzzles and traps - we find that it definitely makes the level feel more immersive. However, there's little doubt that one of the MANY in-game options will be to always have the HUD on. So, have no fear - if you dislike the disappearing HUD - you can disable it.
As for beating up on poor Martin for pointing out that we have prisoner NPCs? He was simply citing one of many small examples of how we've updated the game for 2013 to make the world of ROTT 'make sense' as a modern game. We had to build a world around what was going on within San Nicolas Island because quite frankly ROTT 95 didn't give us much to work with. So now the Triads have a prison, they have torture chambers, they have workshops where they prototype new types of GADS, they even have laboratories that give off a distinctly Wolf 3D Ep 2 vibe. Although Dr. Schabbs has nothing on the dementedness of Sebastian Krist.
As I said, Martin wasn't trying to point out some 'major gameplay feature' - just giving a small example based on the level he was working on. Plus there's one prisoner who constantly does pushups. I like that guy.
In all honestly - your comments and criticisms do help us to make a better game - so keep 'em coming. If we only paid attention to the blissfully blinded ROTT fans who already can't wait for ROTT 2013 and want to give us their money (as much as we love them) then in my opinion we wouldn't be doing our jobs as game developers or doing this IP justice. It's guys like you at Duke4 who remind us that we can always be improving during the course of our dev cycle - even if you hurt our feelings from time to time.
As always, if you ever have any other questions or comments, feel free to ask here or email me at Doshry@gmail.com or find me @DaveOshry on Twitter
tl:dr
- Pushwalls don't clip in the game like you saw in the video
- The disappearing HUD is optional
- Prisoner NPCs are just one of the many small things we put in the game to update the world of ROTT
- We love you guys
-Dave
This post has been edited by DaveyDoomsday: 05 February 2013 - 10:07 AM
#446 Posted 05 February 2013 - 03:35 PM
Burnett, on 03 February 2013 - 07:12 PM, said:
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Hence why i cited RTCW as a reference
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#447 Posted 05 February 2013 - 04:16 PM
DaveyDoomsday, on 05 February 2013 - 09:58 AM, said:
Uh... well i'm a huge ROTT fan if you cant tell. I'm not going to just hand over my money, i already got burned by DNF, its got to be a good game.
Also, i why is the Machine gun not a MP40 with blue paint anymore? It was so cool like that.
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#449 Posted 05 February 2013 - 05:00 PM
#451 Posted 05 February 2013 - 06:11 PM
Captain Awesome, on 05 February 2013 - 05:00 PM, said:
Still looked cool.
#452 Posted 05 February 2013 - 07:11 PM
Bloodshot, on 05 February 2013 - 03:35 PM, said:
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Man... I just realised that RTCW is not Wolf3d. Shit...
#453 Posted 05 February 2013 - 07:40 PM
#454 Posted 05 February 2013 - 08:00 PM
Saiyuki234, on 05 February 2013 - 07:40 PM, said:
Ehhhh.... it could do with out that one.
#455 Posted 05 February 2013 - 08:40 PM
ReaperMan, on 05 February 2013 - 08:00 PM, said:
Actually, it could be in there, but not for ALL the weapons. it could work for the Handgun & shotgun
#456 Posted 05 February 2013 - 08:42 PM
Saiyuki234, on 05 February 2013 - 07:40 PM, said:
LOL.
#457 Posted 06 February 2013 - 04:50 AM
(restrains self from making a "Call Of Dukey" joke)
This post has been edited by Achenar: 06 February 2013 - 04:50 AM
#458 Posted 06 February 2013 - 05:14 AM
Saiyuki234, on 05 February 2013 - 07:40 PM, said:
Sigh. It's such a shame when something like "ammo pickups" and "health packs" are considered retro
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Then again it's funny how COD fanboys blindly seem to think that running down a single path, and being able to absorb literally an infinite amount of damage (over a time frame that is) requires just as much intelligence as being able to navigate a complex layout and have a limited amount of health for each level.
#459 Posted 06 February 2013 - 06:21 AM
#460 Posted 06 February 2013 - 04:18 PM
Sangman, on 02 February 2013 - 05:39 AM, said:
I can't believe i didn't see this before. You do know that one of the level designers is Elzee... the guy who did the Return of the Triad mod. So here's hoping he will do just as good of a job as he did with Return of the Triad for mapping.
Edit: He made that map... and most of the other ones on that TC.
This post has been edited by ReaperMan: 06 February 2013 - 04:24 PM
#461 Posted 06 February 2013 - 09:10 PM
ReaperMan, on 06 February 2013 - 04:18 PM, said:
Edit: He made that map... and most of the other ones on that TC.
Elzee a/k/a Leon Zawada is actually our lead level designer. The levels in ROTT 2013 are primarily based off the best levels in ROTT 95 and some of the added elements have been based directly on Return of the Triad levels. If you're familiar with Leon's levels you'll definitely recognize some of the areas in ROTT 2013.
5hfifty a/k/a Simon "Simmo" Rance (co-creator of Return of the Triad) is one of our artists and as such creates many of the assets for Leon's levels.
Needless to say, it's pretty great having them on the team.
This post has been edited by DaveyDoomsday: 06 February 2013 - 09:12 PM
#462 Posted 06 February 2013 - 09:52 PM
DaveyDoomsday, on 06 February 2013 - 09:10 PM, said:
5hfifty a/k/a Simon "Simmo" Rance (co-creator of Return of the Triad) is one of our artists and as such creates many of the assets for Leon's levels.
Needless to say, it's pretty great having them on the team.
That's pretty awesome hiring two talented, clearly passionate guys from the community. That certainly bodes well for ROTT. Were they already familiar with UDK, or did you take them on board because of their awesome mod?
Edit:
Also, if I shoot porridge will it give me a health bonus like in the original ROTT?
This post has been edited by Mr. Tibbs: 06 February 2013 - 11:08 PM
#463 Posted 07 February 2013 - 02:02 AM
Leon has extensive scripting and gameplay flow experience in UE3, and is one of the most solid level designers I have met.
Simon is also a great Environment Artist, having created the majority of our Episode 2 Assets in the game.
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Shooting priest porridge with a rocket will indeed "Cook" it and give you more health
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This post has been edited by Frederik Schreiber: 07 February 2013 - 02:03 AM
#464 Posted 07 February 2013 - 11:18 AM
Frederik Schreiber, on 07 February 2013 - 02:02 AM, said:
Leon has extensive scripting and gameplay flow experience in UE3, and is one of the most solid level designers I have met.
Simon is also a great Environment Artist, having created the majority of our Episode 2 Assets in the game.
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Shooting priest porridge with a rocket will indeed "Cook" it and give you more health
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Oh man, now I really want this game! Cheers for the response.
#465 Posted 08 February 2013 - 10:02 AM
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#467 Posted 08 February 2013 - 02:30 PM
This post has been edited by DaveyDoomsday: 08 February 2013 - 02:40 PM
#468 Posted 08 February 2013 - 02:49 PM
This post has been edited by Mr. Tibbs: 08 February 2013 - 05:51 PM
#469 Posted 08 February 2013 - 03:22 PM
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