Can't wait to play it. Finally "old school FPS" and "retro" aren't buzzwords this time.
Bombshell
#1261 Posted 13 March 2016 - 06:23 AM
Can't wait to play it. Finally "old school FPS" and "retro" aren't buzzwords this time.
#1262 Posted 13 March 2016 - 06:28 AM
This post has been edited by Tea Monster: 13 March 2016 - 06:30 AM
#1263 Posted 13 March 2016 - 06:54 AM
TerminX, on 11 March 2016 - 03:53 PM, said:
Here's my question. Are they 256 colors, or did you guys go with true color textures?
#1264 Posted 13 March 2016 - 03:04 PM
TerminX, on 12 March 2016 - 02:32 PM, said:
Here's my question; is that red petrol can looking thing through the door a voxel?
#1265 Posted 13 March 2016 - 03:21 PM
#1266 Posted 13 March 2016 - 04:01 PM
Commando Nukem, on 13 March 2016 - 06:54 AM, said:
256 colors. 60+ alt palettes. We use some palette tricks to cram more color ramps into the palette, mostly by reducing the number of individual shades per base color by 25%, and by allowing more than one color range to converge into a single ramp as the color range gets darker. Everything is a lot more colorful than the other Build engine games were (imo).
#1267 Posted 13 March 2016 - 04:36 PM
TerminX, on 13 March 2016 - 04:01 PM, said:
Sounds like the advertising buzz words/slogans from the backs of boxes in the 90s. The experience is complete
#1270 Posted 13 March 2016 - 07:17 PM
#1272 Posted 13 March 2016 - 07:56 PM
According to GOG, the prequel is going to include multiplayer.
Quote
#1274 Posted 13 March 2016 - 08:13 PM
TerminX, on 13 March 2016 - 08:07 PM, said:
That seemed a little out of scope. Either way, I'm not fussed as I prefer singleplayer experiences.
Any ideas why 3D Realms decided to advertise features that won't be part of the game? Are they communicating those decisions to the development team? Do you guys have any say in how the game will be promoted?
#1275 Posted 13 March 2016 - 08:42 PM
TerminX, on 13 March 2016 - 07:17 PM, said:
It's still a BUILD engine game not made by Interceptor.
This post has been edited by Person of Color: 13 March 2016 - 08:43 PM
#1276 Posted 14 March 2016 - 12:06 AM
TerminX, on 11 March 2016 - 03:01 PM, said:
TerminX, on 12 March 2016 - 02:32 PM, said:
Okay, now THIS looks really good.
It's very cohesive, and stylish, like I expected. This is what a Build FPS game would have looked like after Rides Again In Arkansas.
Only minor things tick me off: the blue tile ceiling texture in the first screenshot, looks too plain to me which makes it a little hard to see perspective for me.
Also the corners of the top of furnitures in the middle of the room are misaligned but that's nothing.
That spider-thing enemy, is its blood really supposed to be so orange-y ? Due to the colour, the blood against the wall at the right on the 2nd screenshot, at first I wasn't sure if that was part of the wall texture or not....
Although, I would indeed expect blood not being red for enemies of that kind....
And finally I think those enemies lack a little something to make them stand out, visually, from the decor, but I can't put my finger on it. I barely saw the on in the first screenshot.
The rock sprites too, on the 2nd screenshot look like they blend in a lot with the ground. Though that's likely done on purpose, it makes them look very flat.
This post has been edited by MetHy: 14 March 2016 - 12:10 AM
#1277 Posted 14 March 2016 - 12:15 AM
#1278 Posted 14 March 2016 - 12:25 AM
MetHy, on 14 March 2016 - 12:06 AM, said:
They somehow seem blurry/poorly defined compared to the surrounding geometry. It's like the conversion from the model is less than optimal somehow.
#1280 Posted 14 March 2016 - 06:45 AM
because if so those alt palettes can't be good for the alpha lookup tables/cache unless i'm misunderstanding something
This post has been edited by leilei: 14 March 2016 - 06:45 AM
#1281 Posted 14 March 2016 - 07:10 AM
Edit: Just saw MetHy commented about it, but yeah.
This post has been edited by LkMax: 14 March 2016 - 07:12 AM
#1282 Posted 14 March 2016 - 07:13 AM
#1283 Posted 14 March 2016 - 07:20 AM
Tea Monster, on 14 March 2016 - 12:15 AM, said:
Yeah, but that blood there looks almost as orange as the fruit. And somehow, looking at the enemy, which remind of the Predator (movie) for some reasons, I would expect the blood to be dark purple, or maybe black or something.
#1284 Posted 14 March 2016 - 10:04 AM
MetHy, on 14 March 2016 - 07:20 AM, said:
Er...
Just saying. Maybe you weren't talking about an actual orange, but another fruit. Not really even close in color though.
#1287 Posted 14 March 2016 - 02:49 PM
Commando Nukem, on 14 March 2016 - 07:13 AM, said:
I think the detail level is perfectly fine. The main thing is that they stay consistent. IMO it'd be much better to have more levels at a lower detail quantity than to have fewer levels with additional unnecessary details slapped around. Also, it'd be better if they pay more attention to the level design and gameplay than on fine details in every corner.
LkMax, on 14 March 2016 - 07:10 AM, said:
Edit: Just saw MetHy commented about it, but yeah.
I do agree about that texture though. It sticks out compared to all the others, in a bad way, due its extreme simplicity. But perhaps it's a placeholder??
#1288 Posted 15 March 2016 - 12:12 PM
So everyone talking about the prequel, so here is an update on the ''main'' game:
The 1.1 patch is online and ready. There is a free DLC called Shellshock Missions and the game is 33% OFF.
This post has been edited by DukeNukem64: 15 March 2016 - 12:12 PM