Interceptor Entertainment is doing a Rise Of The Triad remake.
#887 Posted 09 July 2013 - 03:37 PM
#888 Posted 09 July 2013 - 03:49 PM
RinyRed, on 09 July 2013 - 07:57 AM, said:
They could of used GUS!
This post has been edited by ReaperMan: 09 July 2013 - 03:50 PM
#889 Posted 09 July 2013 - 06:53 PM
Mr. Tibbs, on 09 July 2013 - 03:37 PM, said:
GOG too?
#890 Posted 09 July 2013 - 07:30 PM
Cathy, on 09 July 2013 - 06:53 PM, said:
That's a good point. I bought the game over steam. GOG's ROTT page lists the release as July 31st so it could launch earlier there.
#891 Posted 09 July 2013 - 07:35 PM
Mr. Tibbs, on 09 July 2013 - 03:37 PM, said:
It says the 1st here too but on Steam it will all unlock at the same time. The GOG version will probably unlock earlier.
#896 Posted 12 July 2013 - 05:02 PM
Quote
That's right, you can make #ROTT '95 levels to play in #ROTT 2013. Ludicrous.
[Facebook Post]
#897 Posted 12 July 2013 - 05:08 PM
#898 Posted 12 July 2013 - 08:57 PM
#899 Posted 13 July 2013 - 04:29 AM
Micky C, on 12 July 2013 - 05:08 PM, said:
Yeah, load with my stupid home-made level and play at RotT 2013, sounds like Ludicrous! xD
#900 Posted 13 July 2013 - 06:50 AM
#901 Posted 13 July 2013 - 06:54 AM
#902 Posted 13 July 2013 - 06:55 AM
#903 Posted 13 July 2013 - 07:00 AM
Radar, on 13 July 2013 - 06:50 AM, said:
Oh, yeah, remaking games
#904 Posted 13 July 2013 - 07:37 AM
Yeah, there have been quite a few bumps on the road.
But those are all learning experiences, that I wouldnt want to be without
To Micky - Currently you cant convert the old levels.
It's probably possible with some clever coding though.
#905 Posted 13 July 2013 - 07:43 AM
Micky C, on 13 July 2013 - 06:54 AM, said:
https://twitter.com/...664568762114048
I really hope they just misunderstood the question. Excluding manual saving is a pretty odd choice to have made in light of this Classic Editor Mode reveal. Personally, I don't think classic-style maps or any custom maps in general will work at all with nothing but checkpoints.
#906 Posted 13 July 2013 - 07:54 AM
#907 Posted 13 July 2013 - 08:42 AM
Hank, on 13 July 2013 - 07:00 AM, said:
working within the bounds of something already there is way more difficult than people understand, and quite frankly it's more fun.
imagine there's a box, and you are told you can't go outside of it.
well most people want to go outside of it, so they'll do everything they can to TECHNICALLY go outside of it.
that's what it's like. it's a huge feat in and of itself to make something GOOD within those confines and still do your own thing with it too.
Kathy, on 13 July 2013 - 07:54 AM, said:
Yes i'm sure one small issue out of a million good things is worth cancelling and saying they don't deserve your money.
only to 13 year olds, anyway.
This post has been edited by Colon Semicolon: 13 July 2013 - 08:45 AM
#908 Posted 13 July 2013 - 09:42 AM
Colon Semicolon, on 13 July 2013 - 08:42 AM, said:
Since you brought it up, I thought doing 'remake' gives you more freedoms, so yes, I don't understand that aspect of difficulty.
I better add, how is the hidden box defined?
This post has been edited by Hank: 13 July 2013 - 09:44 AM
#910 Posted 13 July 2013 - 03:12 PM
Hank, on 13 July 2013 - 07:00 AM, said:
I'm pretty curious if Interceptor is gonna make a brand new thing at some point and how they handle that...
#911 Posted 13 July 2013 - 03:12 PM
Hank, on 13 July 2013 - 07:00 AM, said:
??? There's nothing unique about remaking games. It's remaking games and doing it right that is a unique concept. Get off your high horse; you're part of the fan base too.
This post has been edited by Radar: 13 July 2013 - 03:14 PM
#912 Posted 13 July 2013 - 03:16 PM
Hank, on 13 July 2013 - 09:42 AM, said:
The easiest way to say that is 2 things
1. how well defined the original work is and how well you need to stick to it to not become alienating.
2. tools that are limited and how far you can push the limits of the toolset (this is significantly less of an issue these days, but it still factors in quite a bit when you figure in budgets to the equation.)
#913 Posted 13 July 2013 - 08:58 PM
Micky C, on 13 July 2013 - 06:54 AM, said:
Checkpoints only according to one of the devs in the ROTT chat.
#914 Posted 13 July 2013 - 09:07 PM
#915 Posted 13 July 2013 - 09:15 PM
How the hell would checkpoints even work in non-linear levels? It makes sense with linear level progression somewhat, but not so much when there's backtracking and multiple paths.
I have to say I'm pretty disappointed with their decision.

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