STRAFE
#121 Posted 04 March 2016 - 04:39 PM
#122 Posted 04 March 2016 - 04:52 PM
#124 Posted 04 March 2016 - 05:58 PM
The problem with this sort of thing is that by design it's always going to be abstract. IMO the best games from the 90's had recognizable, relatable locations. I'm talking Duke Nukem 3D, Half Life, Sin.
As others have said, even the games based on unconventional locations still had well thought-out progression to them.
All I hope here is that each level still feels unique/identifiable despite this randomizing process. There's nothing worse than the feeling you're playing the same level over and over no matter how technically different they may be.
This post has been edited by Micky C: 04 March 2016 - 06:00 PM
#125 Posted 05 March 2016 - 03:27 AM
Made me think of Slige/Oblige the random level generator for Doom
This post has been edited by Cage: 05 March 2016 - 03:27 AM
#126 Posted 12 March 2016 - 03:17 PM
#127 Posted 12 March 2016 - 03:38 PM
Mike Norvak, on 12 March 2016 - 03:17 PM, said:
Are you talking Indie or AAA studios?
For AAA studios, making an abstract map like something from Duke or Doom with next-gen graphics would be a massive undertaking. Currently, you create assets to be as modular as possible, so you can save time by reusing assets. Most buildings are just giant rectangles, so all the building trim, doorways, windows, etc etc can easily snap together. But now, you are dealing with architecture that wouldn't exist in the real world, and in theory they would all be unique and you wouldn't be able to reuse assets as easily. This would require a lot of resources, especially because the demand of high fidelity graphics in a AAA game means more time than it would take for a small ~10 person team to make something similar with assets that are specifically toned down.
You also need a lot more people to make all these assets; one guy can't make all the textures, models, lighting, architecture design, item layout, etc etc anymore because it requires so many man hours. You will not see someone return to a AAA game in 20 years to release a new level like Romero did with Doom, because it won't be possible.
This post has been edited by HulkNukem: 12 March 2016 - 04:44 PM
#128 Posted 12 March 2016 - 04:27 PM
#129 Posted 12 March 2016 - 04:53 PM
HulkNukem, on 12 March 2016 - 03:38 PM, said:
For AAA studios, making an abstract map like something from Duke or Doom with next-gen graphics would be a massive undertaking. Currently, you create assets to be as modular as possible, so you can save time by reusing assets. Most buildings are just giant rectangles, so all the building trim, doorways, windows, etc etc can easily snap together. But now, you are dealing with architecture that wouldn't exist in the real world, and in theory they would all be unique and you wouldn't be able to reuse assets as easily. This would require a lot of resources, especially because the demand of high fidelity graphics in a AAA game means more time than it would take for a small ~10 person team to make something similar with assets that are specifically toned down.
You also need a lot more people to make all these assets; one guy can't make all the textures, models, lighting, architecture design, item layout, etc etc anymore because it requires so many man hours. You will not see someone return to a AAA game in 20 years to release a new level like Romero did with Doom, because it won't be possible.
Indie games.
It's called "progress" lol.
I mean, not abstract based stuff but things like multiple routes, non-linear design...
Micky C, on 12 March 2016 - 04:27 PM, said:
Unless the conceptual guidelines of the game allows for non-realistic environments, still not trying to be "retro". Minimalistic design hasn't been exploited to its maximum potential imo.
This post has been edited by Mike Norvak: 12 March 2016 - 05:02 PM
#130 Posted 12 March 2016 - 05:23 PM
Mike Norvak, on 12 March 2016 - 04:53 PM, said:
It's called "progress" lol.
I mean, not abstract based stuff but things like multiple routes, non-linear design...
Unless the conceptual guidelines of the game allows for non-realistic environments, still not trying to be "retro". Minimalistic design hasn't been exploited to its maximum potential imo.
Simple answer for Indies is that they couldn't afford it. You'll likely see from the Bombshell Prequel (and hopefully my own project) that this type of design philosophy can still be done and done well, but expecting it to also look like Uncharted 4, GTA5, Arkham Knight, insert any other power house AAA game here, etc etc isn't feasible. You either fall into the former or the lather, balancing a seesaw.
Maybe the new Doom will prove this wrong. Hopefully.
#131 Posted 17 March 2016 - 11:27 AM
I mean, yeah, low poly is cool and all, but atleast ATTEMPT to make interesting textures, dammit.
image related, work from a project of my own. Make shit look cool.
#133 Posted 22 January 2017 - 08:06 AM
Both look interesting, but I have a couple of reservations:
1. The emphasis seems to be more on the action and combat. I have the feeling that many people forget, is what made many old school fps great: the level design: Doom (Doom 2 not so much), Hexen, Duke Nukem 3D, Blood, Shadow Warrior, Quake 1 and 2... all had amazing level design... It seems both games Strafe and Dusk have more in common with Painkiller and Serious Sam: just killing everything in sight without much need for exploration...
2. Why are the graphics / models deliberately ugly ? I'm not asking for high end graphics or anything... But for comparison: Quake 1 had much better models.
It's why I'm greatly looking forward to the Bombshell Prequel... the screenshots just look awesome AND retro at the same time.
#134 Posted 22 January 2017 - 10:41 AM
Strafe's procedural generation and the way the weapon system works turns me off completely.
*edit* This isn't to condemn Strafe at all. The original trailer is still really really good and the game itself will likely be well made and fun; but not for me.
This post has been edited by HulkNukem: 22 January 2017 - 04:44 PM
#136 Posted 28 April 2017 - 12:42 AM
I just saw a few minutes of gameplay, not impressed. The level was textured by fairly generic brown textures everywhere giving the whole thing a uniform, forgettable look. The level design looked average, with gameplay incredibly arcadey.
Clearly it's just a nostalgia-fest, why can't more retro-inspired games try to push the gameplay boundary, and create realistic locations? Games like Blood and SW weren't great because they tried to imitate Doom and Quake, but because they introduced new cool, fun weapon modes and other exciting features. We need the Bombshell prequel more than ever.
#137 Posted 28 April 2017 - 09:09 AM
Levels probably suffer a bit due to being set pieces that get glued together so you just end up with these arena-like layouts.. Kinda like cheap level generators or some cheap "make your own level" stuff from some console games.
Feels like people would have walked past this in the 90s.
#138 Posted 28 April 2017 - 05:54 PM
This post has been edited by Micky C: 28 April 2017 - 05:54 PM
#139 Posted 28 April 2017 - 05:58 PM
#140 Posted 08 May 2017 - 09:45 PM
http://www.ign.com/a...9/strafe-review
If all the scores and reception are similar, it might be a good time to reveal the Bombshell prequel and go full force on the handcrafted levels aspect
#141 Posted 08 May 2017 - 10:06 PM
#142 Posted 08 May 2017 - 10:41 PM
HulkNukem, on 08 May 2017 - 09:45 PM, said:
http://www.ign.com/a...9/strafe-review
If all the scores and reception are similar, it might be a good time to reveal the Bombshell prequel and go full force on the handcrafted levels aspect
Heck, just reveal the prequel FPS so I can pre-order it and give Voidpoint some cash!
As a game developed on Build, and with a team who have supported a classic FPS community for years, I think they have the authenticity to stand apart from the rest of the 'retro' shooters that aspire to 1990's greatness. They sound hyped about it!
#143 Posted 08 May 2017 - 11:28 PM
Lunick, on 08 May 2017 - 10:06 PM, said:
Well you gotta do something when you don't have level design of your own.
#144 Posted 09 May 2017 - 10:53 AM
8.5 from Destructoid: https://www.destruct...fe-435143.phtml
8 from Gamespot: https://www.gamespot...w/1900-6416677/
72 from PCGamer: http://www.pcgamer.com/strafe-review/
It's sitting at mostly positive on Steam, although those could change when people actually play the game. Seems a numebr of people on other forums either love it or hate it, the main complaints being that it feels off and buggy (which can be fixed) bad performance on PS4 (also can be fixed) or about it being a roguelike (which is subjective whether you like it or not).
Going to be a polarizing game.
This post has been edited by HulkNukem: 09 May 2017 - 12:21 PM
#145 Posted 09 May 2017 - 03:35 PM
#146 Posted 09 May 2017 - 05:44 PM
I witnessed this game?s birth from the beginning. It was some dude called Pericolos at Mapcore, there for 2008/2009. He was like the elite of the elite guy who posted awesome virtual environments, and then all of a sudden he began to toy with prodecular maps on a retro-like shooter of his own. And here we are!
#147 Posted 09 May 2017 - 05:49 PM
#149 Posted 09 May 2017 - 06:19 PM
Anyway, I?m pretty sure these were brother projects then, as Pericolos was working on something that looked a lot like this and was based on prodecular maps. writting Gibhard on youtube doesn?t give me any relevant result.
BTW what?s wrong with apostrophes on this forum?
This post has been edited by Gambini: 09 May 2017 - 06:20 PM