Bombshell
#1381 Posted 03 September 2016 - 08:51 PM
#1383 Posted 03 September 2016 - 10:42 PM
I take it that the Bombshell Prequel is going to have its own feel, much like how Blood and Shadow Warrior clearly feel like unique games in how physics and player movement work? Or maybe that the game is double Duke's scale to get higher resolution floor and ceiling tiles? Hopefully it doesn't just feel like a Duke TC with different art, sound, enemies and weapons.
#1384 Posted 03 September 2016 - 11:37 PM
#1385 Posted 04 September 2016 - 12:00 AM
Even if I bought Bombshell I wouldn't have time (or motivation really) to play it, so I'll let it slide.
#1386 Posted 04 September 2016 - 04:26 AM
How big can we expect it to be then, 20-25 levels like DN3D and SW?
Did the change of scale make you rethink the implementation of multiplayer?
How inclined are you to respect "authentic limitations" ? Do you use modern TROR and other things like that?
Mapping / modding support ?
Will it be PC exclusive ?
What about a special physical release with a big old cardboad box and cd-rom ?
This post has been edited by MetHy: 04 September 2016 - 04:27 AM
#1387 Posted 04 September 2016 - 04:37 AM
MetHy, on 04 September 2016 - 04:26 AM, said:
lol...
MetHy, on 04 September 2016 - 04:26 AM, said:
I'm pretty sure it is PC Exclusive unless EDuke32 suddenly magically runs on consoles. We've already seen how long it took Gearbox to port Build to modern consoles.
MetHy, on 04 September 2016 - 04:26 AM, said:
lol...
#1388 Posted 04 September 2016 - 04:42 AM
For platforms other than PC, didn't someone find a way to run EDuke32 on Wii a while back, and wasn't (isn't?) HTTK planned for iOS and Android ?
For the physical release, I know it sounds crazy, and I was mocking someone in the World Tour thread for asking that. But let me explain, I'm not suggesting a full scale store release. I know that's impossible. I'm thinking more along the lines of a special, more costly, limited edition that you could order of the game's or publisher's website. Even if it's limited and only a handful of people could get it, something like this would make for insane advertising all over the internet, and it's a way to tell "You wanna do retro? Our shit is the real deal." The unboxing YT videos would have thousands of views. The extra cost could cover the extra fees, maybe...
This post has been edited by MetHy: 04 September 2016 - 04:50 AM
#1389 Posted 04 September 2016 - 04:57 AM
MetHy, on 04 September 2016 - 04:42 AM, said:
World Tour does not use EDuke32 code if they insist they built the port from the ground up from the "1996 source code" (even though the rewind feature exists in the port)
MetHy, on 04 September 2016 - 04:42 AM, said:
The Wii does not have the same infrastructure as what the PS4 and Xbox One does. I don't think HTTKC counts either since that was in development for over a year.
MetHy, on 04 September 2016 - 04:42 AM, said:
I could understand maybe doing an IndieBox release a few months after launch but, I don't think 3D Realms have the money to do a boxed release when Bombshell itself didn't have a physical release and their latest game is getting a Kickstarter...
#1390 Posted 12 September 2016 - 04:15 PM
Lunick, on 04 June 2016 - 09:23 PM, said:
And
So, Steam updated its review system today which made it so games activated from a Steam key no longer contribute to the overall Steam score of a game (they are still listed in the review section)
Over half of Bombshell's reviews were written from people who bought the game from a different storefront or obtained a key by other means.
#1391 Posted 12 September 2016 - 04:42 PM
#1393 Posted 12 September 2016 - 06:24 PM
#1394 Posted 13 September 2016 - 07:09 AM
EDIT: They're gone!
This post has been edited by cosmonautcowboy: 14 September 2016 - 04:57 AM
#1395 Posted 06 November 2016 - 04:58 AM
#1396 Posted 06 November 2016 - 05:20 AM
#1397 Posted 06 November 2016 - 05:26 AM
(one can dream, haha).
#1398 Posted 06 November 2016 - 06:46 AM
NightFright, on 06 November 2016 - 05:20 AM, said:
Sorry, but none of those meet the quality standards of a commercial product. Some levels of Duke Hard might be, especially the construction site, Abstractech and Paul B's two floored map with some adjustments, but not in general. Metropolitan mayhem... I haven't played it in a long time, but Mikko's rooftop bosslevel was the only thing that looked truly well done there. The first couple of maps looked really crappy btw.
The closest thing to commercial addon was of course Duke Forever 2013, where all levels but the mine one reaches quality standards, although it would have needed shitload of fine tuning to meet that standards, including fixing the motorcycle, the boss wasn't very good, and other minor thingeys.
And from older TCs, Last Reaction would have been close, but the author should have dumped some unnecessary areas and puzzles, even some annoying levels lik Khaki Space, and should have made the whole thing into 1 episode to really get in there.
#1399 Posted 06 November 2016 - 09:20 AM
Anyway, ofc Bombshell would need more consistency than community projects which involve the efforts of many individuals. When it comes down to mapping, I guess it shouldn't take more than 2-3 people to have a coherent experience. That's just what I think, doesn't mean anything. I am not really worried about how many people it takes, though. Would just be nice to get some visible progress update.
This post has been edited by NightFright: 06 November 2016 - 09:22 AM
#1400 Posted 06 November 2016 - 09:30 AM
NightFright, on 06 November 2016 - 09:20 AM, said:
Anyway, ofc Bombshell would need more consistency than community projects which involve the efforts of many individuals. When it comes down to mapping, I guess it shouldn't take more than 2-3 people to have a coherent experience. That's just what I think, doesn't mean anything. I am not really worried about how many people it takes, though. Would just be nice to get some visible progress update.
LRWB started clicking in the level "Old LA on ice", and become topnotch in the level "Alienation". But that's offtopic here.
What matters, 1 or at worst 2 designer per episode is the best, as was the case in Duke's first 3 episodes, AWO, or the commercial addons. The more mix, the less delivery.
This post has been edited by Nancsi: 06 November 2016 - 09:30 AM
#1401 Posted 06 November 2016 - 10:47 AM
The new 5th episode of World Tour has hit or miss levels and the levels were made by two original level designers with AFAIK them working on their own levels.
This post has been edited by HulkNukem: 06 November 2016 - 10:48 AM
#1402 Posted 07 November 2016 - 12:00 AM
With that out, still pumped for Bombshell for another dose of build action.
This post has been edited by PsychoGoatee: 07 November 2016 - 12:01 AM
#1403 Posted 19 December 2016 - 02:55 AM
I have no doubt that Voidpoint's game will be well received (I'm betting it will get the best notices out of 2017's 'retro' fps line-up and will be the strongest game), but I hope the 2016 game doesn't impact the prequel in any negative fashion. I guess every series is just one great game away from being redeemed!
#1404 Posted 19 December 2016 - 01:30 PM
Mr. Tibbs, on 19 December 2016 - 02:55 AM, said:
I have no doubt that Voidpoint's game will be well received (I'm betting it will get the best notices out of 2017's 'retro' fps line-up and will be the strongest game), but I hope the 2016 game doesn't impact the prequel in any negative fashion. I guess every series is just one great game away from being redeemed!
A while back I came to the conclusion that leaving "Bombshell" out of the actual title of the prequel would be for the best in terms of avoiding any kind of pre-existing negative association with the Interceptor game. It's a shame that Bombshell was as poorly received as it was... the character is still worth something, but it's really hard to say concretely what the best decision is: direct association with a title generally regarded as a massive flop, or launching under a title nobody has ever heard of. We're going with the latter for now.
#1405 Posted 19 December 2016 - 01:37 PM
#1406 Posted 19 December 2016 - 01:49 PM
TerminX, on 19 December 2016 - 01:30 PM, said:
So TerminX, does that mean you and Hendricks266 get to play major roles in how the game will be marketed? I think Voidpoint's approach with the name is the right move in this particular instance.
Can you share a rough timeframe for when the game will be formally announced, or is everything still under wraps?
#1407 Posted 19 December 2016 - 01:54 PM
Micky C, on 19 December 2016 - 01:37 PM, said:
#1408 Posted 19 December 2016 - 04:06 PM
Mr. Tibbs, on 19 December 2016 - 01:49 PM, said:
The marketing is supposed to be 3DR's thing, but nothing happens that isn't previously agreed on first. The game is totally a Voidpoint game and 3DR is essentially just the publisher. On paper, we have a license to the Bombshell IP, and 3DR is publishing the resulting product.
Quote
Hoping to announce it sometime soon. Early next year maybe.
#1410 Posted 30 January 2017 - 02:55 AM
Fred just posted something on Facebook regarding bombshell as an IP, which is interesting.
https://m.facebook.c...858609917487593
This post has been edited by DukeNukem64: 30 January 2017 - 12:21 PM