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3D Realms is hiring for new Build Engine Game  "Get in touch!"

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#121

View PostMetHy, on 30 March 2015 - 09:48 AM, said:

I have dreamt several times of making a new Build game.

Me too. But I also think pulling something like that would be incredibly difficult.
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User is online   Mike Norvak 

  • Music Producer

#122

View PostDavoX, on 29 March 2015 - 08:25 AM, said:

I applied, here I'm crossing fingers :D


Without any doubt you are the chosen one!!!!

View PostSteveeeie, on 28 March 2015 - 03:33 PM, said:

I was pretty critical of them when they were doing Rise of the Triad and burnt many bridges :D


Maybe you just were honest

This post has been edited by Mike Norvak: 30 March 2015 - 08:32 PM

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User is offline   MetHy 

#123

View PostDuke of Hazzard, on 27 March 2015 - 03:44 PM, said:

Why Build engine?

I guess if people still using ID Tech 1, then we could go another step backwards and go back to Build, no?

Sorry, I don't think old school gameplay justifies going back to old tech. It can be done on new tech as well.


If you want to make an old styled game, there is no better way than to make it in an old Engine. This way it will be real, instead of looking and feeling like a cheap mockup of old times in a new Engine.

For instance very few of those new indie "oldschool" platformers look and feel like the old ones. Most people seem to think that making low-res art with huge visible pixels seems to be enough to pretend it's old.

Why do you think people keep making TCs using the Doom or DN3D engine? Because with these engines they know it will feel exactly like they want it to feel like.

Of course I don't know exactly what this new game will be about, but I find the choice of Build makes perfect sense if it's anything close to other Build games.

Though honestly, Build could also work if you want to make pretty much anything anyway.

This post has been edited by MetHy: 31 March 2015 - 05:06 AM

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User is offline   Daedolon 

  • Ancient Blood God

#124

I kind of wish the original post wasn't as vague. Not necessarily just for me but all the applicants as well.

I have several years of experience from all fields besides animation, but there isn't enough information to let me know what position to apply for. Though my specialties lie in game design, level design and technical knowledge of things BUILD. Hopefully, if there's going to be a new BUILD engine game, I can contribute to it as BUILD is one of my biggest loves in this world and it's probably the single biggest thing I've poured my free time into.
1

User is offline   oasiz 

  • Dr. Effector

#125

Using older engines and platforms isn't a far fetched idea.. Fantasy Zone II was "remade" in to a system16c (80s arcade system) platform, very similar to FZ1, with only slight tweaks to not have to worry about RAM usage and such as much.
Megaman 9 also was done on a pseudo-NES platform that again was faithful but focused on removing some of the restrictions that made design more challenging.
Both of these games really feel like they belong to the era while still having modern touches to remove/improve some of the challenges of the time (sprite limits, RAM, ROM storage for extra tiles/animation, etc..)
Shovel knight however did this very well, resorting to a pseudo-platform of it's own that had support for modern things such as widescreen, while still fully respecting the hardware features of it's time.

Every engine and game has it's feeling, even musical styles with their limitations.
Say.. You shouldn't be doing a 80s disco tribute with modern instruments just like that, unless you really take care, it will sound very weird.

For example, Doom maps always have their limitations in design due to the simplistic shading and texture control, With doom, low detailed areas and absurd designs look completely in place, achieving something like this with a modern engine can be very challenging. If you want to aim for Doom's design then you really need to respect a lot of the minute touches to make it feel coherent as a whole. Modern engines can achieve this but there is a certain point where you will just have to leave a lot up to the imagination to fill in, which can be really challenging with very detailed environments and things like very advanced shading against low resolution geometry/textures.

Build itself is a very capable engine, but the biggest worry would probably be multi player support as that has always been a challenge due to the enormous flexibility that is available.
Unlike old 8/16 -bit single player games / engines, Build has it's challenges adapting in to a more modern environment that expect DM / coop to work.
However, with that modern "twist" there are a lot of things that can be done with it these days that wouldn't have been possible before.

Can't wait to find out what this project might be though!
Whatever it ends up being, I'll be sure to keep my eyes on it.

This post has been edited by oasiz: 31 March 2015 - 06:50 AM

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#126

View PostMetHy, on 31 March 2015 - 05:04 AM, said:

If you want to make an old styled game, there is no better way than to make it in an old Engine. This way it will be real, instead of looking and feeling like a cheap mockup of old times in a new Engine.

For instance very few of those new indie "oldschool" platformers look and feel like the old ones. Most people seem to think that making low-res art with huge visible pixels seems to be enough to pretend it's old.

Why do you think people keep making TCs using the Doom or DN3D engine? Because with these engines they know it will feel exactly like they want it to feel like.

Of course I don't know exactly what this new game will be about, but I find the choice of Build makes perfect sense if it's anything close to other Build games.

Though honestly, Build could also work if you want to make pretty much anything anyway.


Indeed, but will they use plain Build or will they license the improved Build from EDuke32 for example? If it's the former, the old Build would need to be ported to Windows (again) and have some of its quirks fixed, like the terrible mouse aiming. Releasing a pure keyboard FPS on this day and age would be suicide.

Personally I'm not too fond of the physics in old platformers. Mario for example was too slippery and felt "heavy". Further Mario games, even on the NES, had greatly improved controls.
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User is offline   zykov eddy 

#127

Build engine has no limits.
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User is offline   TON 

#128

Metal reflections feature in Build engine would be awesome :D

This post has been edited by TON: 31 March 2015 - 07:36 AM

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User is offline   zykov eddy 

#129

View PostTON, on 31 March 2015 - 07:34 AM, said:

Metal reflections feature in Build engine would be awesome :D


CraigFatman already did that for his LNGA mod.
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User is offline   Sixty Four 

  • Turok Nukem

#130

I am 100% on what I applied for which is level design. I knowing people here probably wouldn't think to reccomend me but I think I got what it takes :D plus I believe I have improved over the last month! I also know some coding now but its a learning process. So level design is my cue :D

Whether it is you saying exactly what theme you want or me free lancing around an idea I guaruntee you will like it even before my polishing stage. I am not bragging I am just fully confident in my ability. I do hope I can be considered as one if the mappers as I agree there should be more then one.

It is nice to see some people really interested in this project. I believe something great could happen. Thanks for the opportunity Fresch.
1

#131

View Postzykov eddy, on 31 March 2015 - 07:04 AM, said:

Build engine has no limits.


This is the Build Engine and welcome to you who have come to the Build Engine

Anything is possible in the Build Engine

You can do anything in the Build Engine

The infinite is possible in the Build Engine

The unattainable is unknown in the Build Engine
2

User is offline   Hendricks266 

  • Weaponized Autism

  #132

Welcome to Build Engine, home of the Build Engine.
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User is offline   Cage 

#133

Abandon all pixel shaders ye who enter here.
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User is online   Mark 

#134

View PostDaedolon, on 31 March 2015 - 06:06 AM, said:

I kind of wish the original post wasn't as vague. Not necessarily just for me but all the applicants as well.

I have several years of experience from all fields besides animation, but there isn't enough information to let me know what position to apply for. Though my specialties lie in game design, level design and technical knowledge of things BUILD. Hopefully, if there's going to be a new BUILD engine game, I can contribute to it as BUILD is one of my biggest loves in this world and it's probably the single biggest thing I've poured my free time into.

Does this mean you'll finally go out and buy that damn keypad for your laptop? :D ( inside joke )
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User is offline   Daedolon 

  • Ancient Blood God

#135

If there's work lined up, maybe the numpad gods would be in a giving mood.
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User is offline   Gambini 

#136

If you need a gambini let me know
7

User is offline   Mblackwell 

  • Evil Overlord

#137

I honestly can't say anyone should be interested without having some knowledge of what's going into it, especially without a guarantee that you'll be able to continue what you're currently working on and continue to start your own independent projects.

At least, that's me right there. I like to tinker and make crazy things and if I can't do that any more I'm not interested.

Also I can't move since there would be murder in my household if I suggested it.
5

User is offline   Paul B 

#138

View PostGambini, on 31 March 2015 - 04:22 PM, said:

If you need a gambini let me know



Gambini don't expect them to come to you. If I were you, i'd submit an e-mail, otherwise you may miss out on an opportunity.

I find the user maps I like the most are always done by artistic people. Such as Davox, Cage, David B, Gambini, Supertanker, DeeperThought, Oostrum brothers, Mike Norvak and I know there's a lot more I've failed to mention, this is just off the cuff. and I don't think Methy or Forge is a graphics artist but they do a damn good job. (which is where experience pays off)

This post has been edited by Paul B: 31 March 2015 - 08:27 PM

1

User is online   Mike Norvak 

  • Music Producer

#139

View PostPaul B, on 31 March 2015 - 07:43 PM, said:

Gambini don't expect them to come to you. If I were you, i'd submit an e-mail, otherwise you may miss out on an opportunity.


If The Mountain won't come to the Gambini then the Gambini must go to DHL

This post has been edited by Mike Norvak: 31 March 2015 - 08:10 PM

2

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#140

View PostMblackwell, on 31 March 2015 - 06:44 PM, said:

especially without a guarantee that you'll be able to continue what you're currently working on and continue to start your own independent projects.

Good point. Employment terms can be a hassle.
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User is offline   oasiz 

  • Dr. Effector

#141

<Removed>

Got fooled :D

This post has been edited by oasiz: 01 April 2015 - 01:33 AM

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User is offline   Daedolon 

  • Ancient Blood God

#142

Posted 27 March 2015 - 11:20 AM
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User is offline   Frederik Schreiber 

  • Slipgate Studios

#143

The Bombshell.com site has nothing to do with this game.
(Just had a meeting with oasiz to fill him in).

We are hiring for a new Build game, and that's not a joke :D

This post has been edited by Frederik Schreiber: 01 April 2015 - 01:25 AM

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User is offline   petrus 

#144

No need to backpedal, the cat is out of the bag, we know it's Bombshell Forever that is switching to the build engine, that explains the delay and all :D.

This post has been edited by petrus: 01 April 2015 - 03:21 AM

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User is offline   MrFlibble 

#145

Please forgive my jumping into this thread with random kind-of speculation, but I've always thought that Halloween Harry 3D could be a nice game. But does 3DR have the rights to this franchise? There was that canned side-project (called something like Desktop Warriors Lunch Break Commandos - checked at John Passfield's blog) and even a Halloween Harry TV show but all of that was by Gee Whiz! Entertainment.

Copyright issues aside though, I guess Halloween Harry could/would neatly make a transition into 2.5D. Jetpack? Check. Aliens and mutants? Check. Flamethrower? Check. Rescuing ladies? Check. Various urban environments to rumble through? Check.
1

User is offline   Daedolon 

  • Ancient Blood God

#146

Beside some of its apparent flaws, the Alien Carnage game (can't use plural since I never played Zombie Wars) is really charming and could've used some more love back in the day.
2

User is offline   MetHy 

#147

I see plenty of names being suggested by people ITT for level designers, and those people are great at making usermaps, and I don't want to sound like an asshole... BUT I think there is a great difference between making a great usermap and making a professional map.

It's not the same type of maps at all, you could very well be good at spending 6 to 12 months building and polishing what will turn out to be a great usermap, but that doesn't mean you'd be able to produce several pro-quality maps under restrictions such as time, theme, art, story, even layout, etc especially if several of those things are chosen for you and not by you.

Besides, the kind of map that we can find in the original Build games (as well as their add-ons), and the kind of maps that usermaps can be, are very different, at least most of times. I can only think of VERY few usermaps that could pass off as something that could belong into the original game.

That doesn't mean that those usermaps and their mappers are bad, I'm just saying that the 2 things are completely different worlds, different vision of mapping.

This post has been edited by MetHy: 01 April 2015 - 05:19 AM

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User is offline   zykov eddy 

#148

In my opinion, making a basic map with solid style takes more skill than making a big, highly detailed user map. It ain't easy. With user map you can just add as much stuff as you want, use all kinds of meta tricks and spend as much time on it as you want. You can't do that with basic map, you have to follow a special set of restrictions and make a list of rules. It should appeal to regular players, not hardcore Duke 3D fans from the community.

AMC TC is a great example. While I think it's a great mod, it seems like it may only appeal to hardcore DN3D fans. The style of the maps and the graphics are out of control. I like it, but I can't imagine a big number of regular gamers enjoying it.

This post has been edited by zykov eddy: 01 April 2015 - 08:13 AM

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User is offline   DavoX 

  • Honored Donor

#149

I agree, usermaps and professional maps are very different and are made on very different conditions. But I guess that's what the selection process is for. I don't think Frederik is going to get anyone that isn't fit for whatever they are planning to do.
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User is offline   Person of Color 

  • Senior Unpaid Intern at Viceland

#150

View PostDaedolon, on 01 April 2015 - 04:56 AM, said:

Beside some of its apparent flaws, the Alien Carnage game (can't use plural since I never played Zombie Wars) is really charming and could've used some more love back in the day.


God damn it it's called HALLOWEEN FUCKING HARRY and yes, it is awesome.

That game has more personality and soul in one finger than most new games have in their entire body.
1

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