Interceptor Entertainment is doing a Rise Of The Triad remake.
#471 Posted 08 February 2013 - 06:19 PM
Frederik Schreiber, on 08 February 2013 - 06:05 PM, said:
No problem, sir.
I saw a post over on one of your Youtube videos that some levels will have multiple exits. That's so damn cool! It provides such a great incentive to replay a level and see what secrets and items you missed. Takes me back to the glory days of Blood and Duke.
This post has been edited by Mr. Tibbs: 08 February 2013 - 06:20 PM
#472 Posted 08 February 2013 - 06:45 PM
Frederik Schreiber, on 08 February 2013 - 06:05 PM, said:
your welcome Frederik. (: after you finish developing and releasing ROTT 2013 on PC, will you be releasing Console ports as well? if you do make console ports please for the love of Duke, dont Console ize it!
#473 Posted 10 February 2013 - 04:14 AM
If the game does well, it's definitely possible
#474 Posted 11 February 2013 - 03:26 AM
As for that shiny floor, while I do like that level design and contrasting of the white walls and black shiny floor, I think its really silly to claim that the floor is actually well polished.
That floor looks extremely wet, even covered in motor oil based on that shader.
There is no way in hell that a stone like texture could ever look so damn reflective without being wet.
If you want to present the scene as having a shiny floor, you should replace the texture with something that resembles some marble or metal or glass or what ever but not that rock texture.
If you want to keep that texture and have that shiny reflective map on it, put some sprinklers on the ceiling or something and have them all spray water like mad because right now the floor looks wet even though there's no apparent reason for it to be wet.
And don't tell me it's well waxed because that type of chipped and scratched stone floor does not receive waxing.
This post has been edited by Mr.Deviance: 11 March 2013 - 08:59 PM
#475 Posted 11 February 2013 - 03:45 AM
#476 Posted 11 February 2013 - 04:30 AM
#477 Posted 11 February 2013 - 04:59 AM
#479 Posted 11 February 2013 - 06:36 AM
DaveyDoomsday, on 08 February 2013 - 02:30 PM, said:
Hourly? On Facebook it says every two hours...
#480 Posted 11 March 2013 - 06:50 PM
Quote

https://www.facebook...14880702&type=1
#481 Posted 11 March 2013 - 07:04 PM
#482 Posted 11 March 2013 - 09:50 PM
Lunick, on 11 March 2013 - 07:04 PM, said:
Well i'll be honest, when working with Steam tools you can make as many as you want, but most of them don't make the cut. Then again, steam games have the most achievements ever out of any console games. lol
#483 Posted 11 March 2013 - 10:12 PM
#485 Posted 12 March 2013 - 11:54 AM
This post has been edited by 486DX2: 12 March 2013 - 11:56 AM
#486 Posted 12 March 2013 - 12:14 PM
486DX2, on 12 March 2013 - 11:54 AM, said:
Furthermore, achievements shouldn't be visible either. Achievements are something that you have done that no one could/have/or should do. It should be a mystery no matter what. I understand why they are visible as its no different than an objective list, else people would put any hard work into keeping the game alive.
#488 Posted 15 March 2013 - 08:31 PM
#490 Posted 16 March 2013 - 01:01 AM
Fox, on 15 March 2013 - 08:35 PM, said:
That shot was done for a two page spread that ran in the front of Custom PC Magazine back in November. We haven't released it to the public yet, did you steal that from my Twitter profile?! SNEAKY BASTARDS!
If you look closely you can see that the scene actually takes place in Darian's Lair. That part of the level is usually pretty empty but Fred threw a bunch of assets in there and a ton of Triads to kill. I kept telling him I wanted it "Bloodier! More gibs! More stuff on the left! More stuff on the right!" I think I made him go back and take 6-7 shots in all before we finally agreed on this one. He HATED me that week. We almost missed the deadline and the magazine would have gone with a different game for the inside fold. Also, the shot originally had a Firebomb but we changed it to the Excalibat at the last second.
Video game marketing is fun
We'll probably release this shot along with a bunch of others to the press in an upcoming blast. It's definitely one of our favorites so far.
This post has been edited by DaveyDoomsday: 16 March 2013 - 01:06 AM
#491 Posted 16 March 2013 - 02:08 AM
#492 Posted 16 March 2013 - 03:56 AM
Trooper Mick, on 16 March 2013 - 02:08 AM, said:
It's very likely we'll announce the release date at PAX where we'll have the game playable on the floor at the EVGA booth. And yes, it's still the first half of 2013 and thankfully not, "when it's done." As I said earlier in the thread we've mainly been moving the date around due to the game and team growing, as well as trying to stay out of the way of competitive PC releases from big publishers.
We've got more screens, dev diaries, podcasts and trailers coming up in the meantime. So stay tuned
#493 Posted 16 March 2013 - 02:15 PM
The weapons in most of the screen shots have looked quality, but the characters and environment look dreadful.
#496 Posted 16 March 2013 - 04:38 PM
Thats whats bothering me, none of the assets seem to be effected by lightmass ?
has this been turned off ?
#497 Posted 16 March 2013 - 04:38 PM
Apart from that the assets aren´t bad, I see lot of small issues, but let´s understand it´s WIP.
#498 Posted 16 March 2013 - 04:43 PM
Gambini, on 16 March 2013 - 04:38 PM, said:
Apart from that the assets aren´t bad, I see lot of small issues, but let´s understand it´s WIP.
I know what you mean, I also think its lacking detail, theres a tone of stuff in the scene, but its just filler, there for the sake of being there, there is no detail.
This post has been edited by Steveeeie: 16 March 2013 - 04:44 PM

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