STRAFE
#91 Posted 21 February 2015 - 02:19 AM
This post has been edited by Lunick: 21 February 2015 - 02:19 AM
#92 Posted 21 February 2015 - 02:57 PM
Jblade, on 21 February 2015 - 01:50 AM, said:
IIRC when most of us were thinking that, it was before they released that professional-looking commercial. The whole retro advertising campaign did good, but of course it was releasing the demo and creating a new tier that gives you the game for $15 that sealed the deal.
Still a bit surprising though.
I'm glad to hear that the levels aren't purely random; they seem to be made by hand, simply with random variations to add to replay value.
Makes you wonder what the RetroBlazer guys were thinking doing as little advertising as they did. Maybe they just weren't that dedicated to it (seems to be essentially a glorified wolfenstein 3D mod so no surprises there).
#93 Posted 22 February 2015 - 10:31 AM
#95 Posted 19 February 2016 - 12:55 PM
#97 Posted 19 February 2016 - 01:54 PM
#98 Posted 19 February 2016 - 02:55 PM
HulkNukem, on 19 February 2016 - 01:54 PM, said:
Me either. It's impossible to reduce the level design and gameplay aspects of yesteryear to a simple algorithm that generates maps. A lot of projects that aim to create games inspired by the classics are really missing the mark, for a variety of reasons.
#99 Posted 19 February 2016 - 03:05 PM
#100 Posted 19 February 2016 - 03:19 PM
TerminX, on 19 February 2016 - 02:55 PM, said:
To be honest good level design has gone down hill for a really long time in FPS games. They're either completely lacking in any kind of combat that's not horizontal or they're just room-hallway-room-hallway-here's a nice skybox-room. I can't really think of the last game that had memorable levels rather than hallways with set pieces spread out.
#101 Posted 19 February 2016 - 11:24 PM
Jblade, on 19 February 2016 - 03:19 PM, said:
Probably have to go all the way back to Quake 2 to find that.
#102 Posted 20 February 2016 - 04:23 AM
Commando Nukem, on 19 February 2016 - 11:24 PM, said:
Return to Castle Wolfenstein had good level design for the most part.
#103 Posted 20 February 2016 - 04:42 AM
Mr. Tibbs, on 19 February 2016 - 12:55 PM, said:
I am not quite sure I can look at that song the same way
#104 Posted 20 February 2016 - 06:49 AM
Jblade, on 19 February 2016 - 03:19 PM, said:
I always thought Bioshock was pretty similar to old school level design.
#105 Posted 20 February 2016 - 07:26 AM
#106 Posted 20 February 2016 - 08:18 AM
HulkNukem, on 20 February 2016 - 06:49 AM, said:
Bioshock levels where pretty good indeed. Infinity though, I just try to forget this abomination, nothing in this game can be saved except maybe the visual design.
#107 Posted 20 February 2016 - 02:54 PM
This post has been edited by Carl Winslow: 20 February 2016 - 02:55 PM
#108 Posted 20 February 2016 - 03:17 PM
#109 Posted 20 February 2016 - 03:21 PM
Carl Winslow, on 20 February 2016 - 02:54 PM, said:
Come on. "I told you so" is not a particularly flattering approach for you.
#110 Posted 20 February 2016 - 04:25 PM
Commando Nukem, on 20 February 2016 - 03:21 PM, said:
They still have your money, you can't get it back if you put it into that kickstarter!
#111 Posted 20 February 2016 - 04:28 PM
Lunick, on 20 February 2016 - 03:17 PM, said:
Yep. Strafe's already a success.
Both the ads for Strafe have been super successful. They were a no-name team that ran a successful Kickstarter as that particular method of funding was drying up for everything besides niche, low-scope indie projects and huge spiritual successors to well-known series by the original creators. 100% of people who don't know about your game, won't buy it.
#113 Posted 20 February 2016 - 07:32 PM
#114 Posted 03 March 2016 - 11:43 AM
#116 Posted 03 March 2016 - 03:49 PM
Also 2017 is good for me, it means my FPS will come out first
This post has been edited by HulkNukem: 03 March 2016 - 03:50 PM
#117 Posted 03 March 2016 - 04:16 PM
HulkNukem, on 03 March 2016 - 03:49 PM, said:
Pics
Also, the game has a store page now http://store.steampo....com/app/442780
#118 Posted 03 March 2016 - 04:27 PM
ALL the art was redone, including textures and models. Its why I haven't posted anything about it in a while.
#119 Posted 04 March 2016 - 03:39 PM
This post has been edited by leilei: 04 March 2016 - 03:48 PM
#120 Posted 04 March 2016 - 04:34 PM
leilei, on 04 March 2016 - 03:39 PM, said:
The problem is 90% of them only go after one factor, and its typically the graphics.
This game's marketing has the heart in the right place, but this procedurally generated... generation is getting ruined because too many games rely on it.
Levels are better handcrafted for an FPS. Sure the levels are the same everytime you play, and the bad levels will always be the bad levels, but the good levels can be so good they trump the bad, and they become memorable and fun no matter how many times you replay them because they are balanced. Procedural levels always have a random factor you can't account for, and while that can be fun in and of itself, its more fun to beat a challenge another human made instead of a calculator.