Fifth
#11015 posted by ijed on 2014/05/21 19:28:10
Ignore all this.
Just make something you think is cool.
"Unreal Tournament The Way Epic Did It"
#11016 posted by Shambler on 2014/05/21 23:16:24
Is what it will turn out like. When they realise they actually do know how to make UT better than all the gibbering internet fucktards do (as proved by the previous 4 incarnations of the game).
#11017 posted by RickyT33 on 2014/05/21 23:26:22
'id quality is bullshit!'
Natural Selection 2 Is Worth Playing
#11018 posted by RickyT33 on 2014/05/21 23:26:50
Floating Pixel
#11019 posted by sock on 2014/05/22 00:45:30
dat skybox tho.... unffff
Please Release That Sock
#11021 posted by nitin on 2014/05/22 01:08:45
#11022 posted by necros on 2014/05/22 01:20:13
Is what it will turn out like. When they realise they actually do know how to make UT better than all the gibbering internet fucktards do (as proved by the previous 4 incarnations of the game).
Pretty much? I had thought this was true from the outset and that this was mainly a way for epic to generate buzz. designing a game by committee is a disaster waiting to happen as everyone tries to pull in different directions and I have to assume they are aware of this.
Yes
#11023 posted by mfx on 2014/05/22 01:21:36
now you have to! sorry, but its awesome!
Sock
#11024 posted by necros on 2014/05/22 01:21:52
very nice. is that your own skybox? Can't remember seeing that before.
Sock
#11025 posted by ijed on 2014/05/22 05:39:22
Can you make the antennas pointy and much taller, and stick impaled guys on them because that's what I do in every map I make...
Uh, I mean, good work, keep going :)
#11026 posted by negke on 2014/05/22 08:11:22
Shame sock didn't put a clothline with a dirty sock as a credit easter egg in Zendar like I suggested. Perhaps this map is another opportunity.
#11027 posted by JneeraZ on 2014/05/22 11:52:54
"Pretty much? I had thought this was true from the outset and that this was mainly a way for epic to generate buzz. designing a game by committee is a disaster waiting to happen as everyone tries to pull in different directions and I have to assume they are aware of this."
Obviously every community suggestion won't be taken at face value and blindly to the game. There's a difference between developing a game "for the community" and "with the community". The latter, which is what we're doing, comes with implied curation and filtering and iteration.
#11028 posted by JneeraZ on 2014/05/22 11:53:36
"and blindly ADDED to the game", I meant to say.
I Still Dont Envy The Filtering Part
#11029 posted by nitin on 2014/05/22 12:38:04
will take lots of patience :)
Design By Comittee
is the worst idea. However!
I think a lot of people feel very passionate about their games and what makes a good one (I got a lot of feedback, I will take it).
I think a lot of people really understand what made UT great in the first place. Things that I hated about the newer UT games were the bland colours and the stupid American Footballer style proportions on *everything*.
I Have To Say Though
People who will actually make some UE4 prototypes, instead of simply spamming the forums with walls of text, will be listened to by Epic first and foremost. I wonder if that was an intentional way on Epic's end of encouraging people to subscribe.
PICTURES !
#11033 posted by Barnak on 2014/05/22 13:39:13
This topic is about screenshots. C'mon guys and worms, show us more pictures of Quake maps in the works. I want an erection !
#11034 posted by JneeraZ on 2014/05/22 14:49:21
Yes, prototypes are the way to go if you really want to make an impression. Words are great, but if I can fire up your blueprint sample and PLAY what you're talking about ... that's gold.
"Or lots of interns."
As a first pass filter, maybe. Ultimately, it will have to be looked at by someone at Epic - likely me - before it goes into the game for reals.
#11035 posted by - on 2014/05/22 16:02:08
AAA games are already designed by committee, may as well have the gamers on that committee too. Even if all their suggestions are fucking stupid, they are likely to lead to better gameplay than what your art lead is suggesting.
#10894, Dwere
#11036 posted by gb on 2014/05/22 16:28:05
The point was to prove that a 90s style look is possible with FBSP, q3map2 and FTE, using non-paletted (ie RGB) TGA textures.
The idea was to demonstrate that technology is not per se a hindrance in achieving that look.
Scampie
#11037 posted by ijed on 2014/05/22 16:50:54
Or marketing, production, creative dictator(s), other designers, parent company wanting to 'help' and of course, the client.
bloated, distributed teams are becoming a thing of the past. The industry has changed so that more agile and focused teams are more effective.
Hopefully this will mean the end or at least attenuation of committee design.
Still a long way to go though. My title is games designer, which really means facilitator.
#11038 posted by JneeraZ on 2014/05/22 16:57:00
Random brain rambles, but I wonder how many of those stories of "the publisher ruined our game!" are actually true.
I know it happens sometimes but I think at least some of those must have been smoke screens. Sometimes a game is just shitty. :)
Oh Yeah
#11039 posted by ijed on 2014/05/22 19:26:52
Not trying to excuse the oinkers I've worked on.
Biggest culprit for a bad game is a bad team and/or teamwork.
This can be caused by morale though, and there's nothing for lowering morale like a command from on high that's counterproductive and must be done anyway.
|