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Ion Fury  "formerly Ion Maiden, launching August 15!"

User is offline   Echelon5 

#3167

This game is a triumph. Seriously outstanding achievement, guys. All the devs should be proud!

Really I think my only complaint is the lack of a more robust arsenal. I'd rather have had a rocket launcher or a Weird Weapon rather than bowling bombs AND the clusterpucks. The ion bow could have used a scope to double as a long range sniper weapon, especially given the scale of the wonderful levels. Very minor hiccups, though! I adore this game and I already see myself replaying it over and over in the years to come. I would have gladly payed $60 for this.
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User is online   Lunick 

#3168

View PostNever Forgotten, on 15 August 2019 - 02:28 PM, said:

Just curious, is there an estimated time on when it will be released on consoles? I preordered the Founders Edition, but my computer can't run the game, sadly, so I was planning on getting it for the Xbox.


You'll be waiting until next year
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User is offline   Master O 

#3169

For comparison's sake, what are the CRC32/MD5/SHA-1 hashes for the following files?

fury.grp
fury.def
fury.grpinfo

This post has been edited by Master O: 15 August 2019 - 03:52 PM

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#3170

Going to play it for the first time
Wish me luck :dukecigar:
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User is offline   Mr. Tibbs 

#3171

I finished this last week and absolutely adored it. Such a treat to be playing something this great and true to its inspirations in 2019.
1

#3172

Yup... this is pretty awesome.
4

User is offline   Forge 

  • Speaker of the Outhouse

#3173

The level design, art, music, and coding are top tier.

I'm playing difficulty 3, Viscera - there's abundant ammo and health.
I don't miss the "variety" to the arsenal, as I usually stick to 4 weapons in build engine games anyway. I understand why people like their unique weaponry though, it does add flavor to the game, but I'm in the minority for not being bothered by not having them.

My only ding, and it may have to do with my slow-crawl play style, is that, to me, the enemy AI seems kinda dumb. They hardly advance on the player, and they easily get stuck in corners. There are a few factors that play into this; I don't run -n- gun, there are a lot of obstacles in the terrain due to high amounts of voxel/sprite objects and articulate architecture for them to get stuck on, most of them have the same two inch vertical jump as Shelly.
3

User is offline   Radar 

  • King of SOVL

#3174

Finally started it about 90 minutes ago when I got home from a work party. It's amazing. 10/10. Would and will play again. Can't wait to see what user maps people for it.
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User is offline   Jenz/Amaka 

#3175

Like Forge, I'm also playing the game slow-crawl playstyle and I find the Maximum Fury to be very decent challenge, not too difficult and not too easy, it's just right. I played 10hrs straight(still haven't finished it) and last time I did that when I was just a kid. Seriously, thank you Voidpoint and 3Drealms for making me and probably many others feeling like a kid again. I'd say it's my favorite game in 12 years or something.

I knew I was playing a really good game when I had to do some serious jumping puzzle to get to this secret and this easter egg.
Spoiler


This post has been edited by Hendricks266: 15 August 2019 - 08:14 PM
Reason for edit: Added spoiler tags

2

User is offline   Master O 

#3176

Devs, out of curiosity, will there be anything else added to Ion Fury?
0

User is offline   TerminX 

  • el fundador

  #3177

View PostMaster O, on 15 August 2019 - 05:32 PM, said:

Devs, out of curiosity, will there be anything else added to Ion Fury?

Yes.
7

User is offline   11bush 

#3178

Are there any tools to allow us to edit the art for the game, to create custom weapons?
0

#3179

Got a question or two.


Will Voidpoint reach out to Richard "Levellord" Grey and or Allen Blum to make levels for an expansion pack for Ion Fury in the future?

and/or

Is Voidpoint try and find the remnants of Sunstorm Interactive -especially Charlie Wiederhold- to create an expansion pack for Ion Fury in the future? Just like the Build games got their own expansion pack by Sunstorm.

This post has been edited by DustFalcon85: 15 August 2019 - 06:17 PM

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User is offline   Master O 

#3180

View PostTerminX, on 15 August 2019 - 05:38 PM, said:

Yes.


So I assume that means multiplayer, co-op, and a Rocket Launcher, among other things?
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User is offline   Micky C 

  • Honored Donor

#3181

 DustFalcon85, on 15 August 2019 - 06:15 PM, said:

Got a question or two.


Will Voidpoint reach out to Richard "Levellord" Grey and or Allen Blum to make levels for an expansion pack for Ion Fury in the future?

and/or

Is Voidpoint try and find the remnants of Sunstorm Interactive -especially Charlie Wiederhold- to create an expansion pack for Ion Fury in the future? Just like the Build games got their own expansion pack by Sunstorm.



Find? Charlie posted just 7 posts above yours.

I don't think Voidpoint needs any external talent. The levels in IF are just as good as in the other build games, and are certainly far more detailed.

Furthermore, the whole advantage of IF development is that it's done by people who have been modding build more or less continuously for a very long time. As talented as the other guys are, I bet the current IF mappers could churn out content faster. I don't think it needs the nostalgia crutch of the Duke devs either.

This post has been edited by Micky C: 15 August 2019 - 06:42 PM

6

User is offline   Aristotle Gumball 

  • banned!

#3182

I am also incredibly impressed with what I've seen so far from my 1 hour of playing IF! I just walk/stand around taking in all the detail after killing everything. It's like going to a pixel art museum. Haven't seen such well crafted/handcrafted levels in a looong time and to me the levels are the main thing in a game like this. Lack of special weapons doesn't really bother me because the basic's feel good to use.
1

User is offline   11bush 

#3183

Are there any tools to allow us to edit the art for the game, to create custom weapons?

don't know why that posted the same question twice

This post has been edited by 11bush: 15 August 2019 - 06:56 PM

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User is offline   Forge 

  • Speaker of the Outhouse

#3184

DLCs / Addons is more of a question for 3DRealms. It's their ip.

Any intentions to try to market another eduke ported build game, or are there plans to expand to a different engine?

You can maybe squeeze another couple games out of it before the market dries up, but fancies shift, so you have a year, maybe two tops before people move on to the next fad.

This post has been edited by Forge: 15 August 2019 - 06:54 PM

0

#3185

Add Ion Fury to Gamebanana for those of us that still use it :dukecigar:
https://gamebanana.com/games/7473

This post has been edited by Truck Stop Santa Claus: 15 August 2019 - 06:58 PM

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User is offline   Gambini 

#3186

I also found a Blade Runner reference!

https://steamuserima...DDC7C6D5946C0C/

I actually wanted to give the game a quick go before going to bed but i ended up playing far more than expected. Satisfying gameplay and top notch design on all areas. Excellent work guys!
0

User is offline   HulkNukem 

#3187

I'd love to work on an expansion or Voidpoint's new game.

That said, I played about an hour of Ion Fury before having to get some stuff done. Looking forward to continuing in the future!
1

User is offline   cybdmn 

#3188

 t800, on 15 August 2019 - 09:51 AM, said:

Okay, then. Correcting myself - it is already for Ubuntu. So what is the status for MacOS? Sorry for spaming thread with the same question, just very curious...


I hoped for a native Mac OSX version too, after the devs said there will be one with full release. However things are more complicated since the early access version, when i asked. Apple more or less dropped OpenGL support, and with the next OSX release they will drop 32bit support completely. IF runs well in my MacBook Pro using Wine in software rendering, i just can not get it running in fullscreen.
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User is offline   t800 

#3189

Hmm, now I am wondering if Eduke32 synthesis build for MacOS would be able to run game just with its data files. :dukecigar:
Propably just going to buy game today anyway, cant wait.
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#3190

 Micky C, on 15 August 2019 - 06:24 PM, said:

Furthermore, the whole advantage of IF development is that it's done by people who have been modding build more or less continuously for a very long time.

Yeah IF's got more than enough talent to mop the floor with anyone trying to keep up.

Spoiler


This post has been edited by WorkWandaWork: 16 August 2019 - 12:08 AM

2

User is offline   MetHy 

#3191

I've always thought Airplane was a "coder's map", as in made by someone who understands internally how far you can bring Build and SW's effects.
Spoiler


This post has been edited by MetHy: 16 August 2019 - 12:07 AM

1

#3192

What I've been admiring a ton about Ion Fury is all the new whiz bang features and styles are there to make the levels and gameplay feel even *more* like a great build engine game, not to try to make a build engine game feel like a later era game. So it heavily scratches that "coder map" itch without making a lot of the mistakes I reliably fell prey to where it gets in the way of why most non-LDs would want to keep replaying a build level. You could grab someone and put them in front of IF, Duke, Blood, SW who doesn't know the history and it wouldn't seem out of place except it would clearly be doing things the others could only hint at and they'd wonder why the DBSW level designers were so lazy.

Spoiler


This post has been edited by WorkWandaWork: 16 August 2019 - 12:53 AM

3

User is offline   Danukem 

  • Duke Plus Developer

#3193

I've played for about 3 hours now and made it to a level named "Abandonment Issues". The levels are huge, intricate and extremely well designed. Anyone who reviews this game and doesn't dwell on the level design is not doing their job. We sometimes take great level design for granted in the Duke 3D community because the skills have been preserved and honed over the years by mappers who have stuck around, some of the most talented of which made the IF levels. But in the world of commercial gaming, level design is largely a lost art. Outside of the Dishonored series, it's hard to think of examples of modern commercial games where so much care and skill is involved in the creation of single player maps.

I have some quibbles about IF here and there, for sure, but the levels by themselves are worth the price of admission. You could give the player a Saturday night special and a broken bottle and all the enemies couldall be rent-a-cops and it would still be a pretty good game.

Playing on ultra viscera, the hardest part by a long shot so far was the "rat in a cage" fight. I think I died about 8 times before I got it. However, it didn't seem unfair -- it just took me a while to learn how to run around properly, where the resources were located, and which weapon to switch to at which time. I do tend to agree though, that in open areas where enemies can shoot at you from very far away (in some cases where they are effectively invisible) it can feel very cheap when you take damage. Having your health trashed by a grenade fired from halfway across the map is especially annoying. It would be nice if enemy locations and in some cases projectiles were better telegraphed if they are going to fire at long range like that. I'll definitely have more to say when I'm further into the game, but I'm enjoying it a lot so far.
4

User is offline   Zaxx 

  • Banned

#3194

I've just tried launching IF in Polymer with EDuke32... I had 4 fps at the starting area and the enemies became transparent :dukecigar: Honestly I'm surprised it even runs.

This post has been edited by Zaxx: 16 August 2019 - 03:21 AM

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User is offline   NightFright 

  • The Truth is in here

#3195

Does the game otherwise run with latest EDuke32 snapshot binaries? I am not sure if it is advisable to not use the provided executable.
1

User is offline   mwnn 

#3196

 Zaxx, on 16 August 2019 - 03:19 AM, said:

I've just tried launching IF in Polymer with EDuke32... I had 4 fps at the starting area and the enemies became transparent :dukecigar: Honestly I'm surprised it even runs.
I thought I was doing something wrong too with ~10 fps until I read this post
Using the latest build of EDuke32 (rev 8031) on Debian Linux with an old Phenom II 955 + R9 285.
Solid performance with Polymost @ 1080p

I've got no real complaints about the game so far. I would double or at least add 50% to the ammo carrying capacity for the basic weapons ~48 shotguns shells and ~90 odd bullets doesn't feel quite enough.
It's quite a stern challenge on ultra viscera - had to pretty much eat every piece of food off the floor to make it through the first level.
What I've seen is excellent so far.
If Duke takes 1st place and Blood 2nd then this takes the 3rd spot dislodging Shadow Warrior - feels very much like a better Shadow Warrior; maybe it's the urban setting.

md5sums for Ion Fury v1 data files as requested
68f4b7e312bbaf6e7fd564ca2ba552ad  fury.def
050a1016d230a7ec34a54c630a578d41  fury.grp
bfd8c286567f5a8a93bd3a039435c419  fury.grpinfo


This post has been edited by mwnn: 16 August 2019 - 04:49 AM

0

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