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Doom4
Doom4 has been announced, id are looking for people, if you are that person, and are good at what you do, have a look.

http://www.idsoftware.com/

Doom4, discuss it or not.
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"It has shotguns and demons, close enough to Doom for me!" -rmq.txt 
And Stop Writing Quake On Non-Quake 1 Based Games 
 
Btw 
JneeraZ is the worst nick ever. 
 
Talk to Lunaran about it. 
 
For those that are seemingly having difficulty understanding how the game design process works, I will try to explain in simple terms:

What game designers DON'T do, is finish a game, balance the difficulty, and then at the last minute bolt on some arbitrary new game mechanic that throws the entire balance completely out of whack and call it a day.

What game designers DO do, is get all the game mechanics in place and THEN they do the balancing at the end, with all the game elements already in place.

Because id have been around the block a bit and have the resources to ensure that they aren't completely incompetent, then I would imagine we are more likely getting the latter rather than the former. This hypothesis is backed up by people such as czg who have actually played the game, whose opinion on the matter has objectively more value than all the assumptions and misinformation that everyone else is trying to peddle. 
 
Kinn

How does your theory explain Doom 3? 
Misguided And Un-Doomy As D3 Was, It Was Still A Decent Game. 
Just not a doom game. 
 
How does your theory explain Doom 3?

That's very cute. Doom 3 was pretty good. It was designed as a tense, scary-boos-in-the-dark horror shooter, and on those terms it was pretty well made if you can get over the fact that it's not like Doom 1/2. 
 
I'm trolling, a little ... but in seriousness, that doesn't sound like a system that belongs in a Doom game.

You're trolling, a lot...

Again you've jumped right from "this mechanic is available as an option" to "this is something you HAVE to do EVERY TIME and if you DON'T the game is BROKEN".

You don't have to carefully plan how much you damage the enemy. Just send in the rockets and blow them to chunky salsa if that's the way you like to play the game. 
 
The worst thing about (Internet) discussions is this process:

- hear about some thing
- assume that thing takes its very worst and dumbest possible form
- get upset about your assumptions

The second-worst thing is of course when some guy rolls into a forum thread and starts nagging/nannying people, but come onnnnnnn let's not comic-book-guy this place up. At least not more than usual. 
 
- assume that (Internet) discussions takes its very worst and dumbest possible form

;) I kid, I kid.

#1349: I tend to read it as "Jazeera".

#1353: Doom� was misguided by Half-Life and the lack of Romero. The Doom� design was clearly focused towards shutting up the public who insisted in saying that id's games were brainless gorefests with no story. So, they made Half-Doom. This becomes even more evident by the Resurrection of Evil mission pack including a gravity gun. 
DOOM Vs STRAFE 
I'm honestly more excited about STRAFE than Doom.

If you've under a rock:
http://www.strafe1996.com 
 
Strafe looks fun (and other similar things like Gibhard do too) buuuuut... procedural level generation.

Procgen is cool and interesting, I'd love to give the results a try, and I completely understand why small indie teams in particular gravitate that way. But I still assume that it's going to be a different experience in lots of way than the "traditional" singleplayer FPS campaign with designed spaces to explore. At least, for the aspects of games that I personally pay attention to.

(Similarly when I see folks on twitter or wherever talking about how Devil Daggers is a "Quake remake" it's really weird to me.) 
 
Wasn't there another retro-FPS currently in development, in the same sort of bucket along with Strafe and Gibhard? I'm blanking on it. 
Retroblazer 
 
Sorry For The Post Spam But... 
...the other one I was thinking of is http://www.desync-game.com/ 
Wake Me Up 
When someone makes a 90s throwback shooter that actually has hand-crafted levels and not this procedural shite.

Hang on...I've just had an idea... 
 
Except Desync doesn't use procedural levels (thank god for that). 
Well. 
Both those games look like ass, HTH. 
 
skacky: neat, I think I had in mind that Desync was an arcade/score-attack thing with simple and/or procgen levels. Not sure where I got that idea from. Flipping through their devlog I do see them talking about level designers now. 
 
Not really terribly interested in desync. The character design and theme doesn't really do it for me, it's not relate-able at all.

Strafe is a strange one, I kind of like the idea but I'm not 100% sold on it. I played an early version and the scale feels kind of wrong, wouldn't be a difficult fix IMO as they just need to scale up their map size a tad.

Fun fact, I applied for a job with them as a level designer and got some fun back and forth but it never got me the position. They said it was a paid position but maybe I asked for too much money from them (I didn't ask for a lot but it was probably a considerable amount for an indie dev to pay, they should have haggled maybe). 
DESYNC 
Is like a FPS Hotline Miami. It has combos and shit in handcrafted levels, and it's pretty damn fun to play. 
#1349 
Let's start an online petition to change it.

And another to make mfx login to Func_ on his cellphone. 
No 
It's not a 1st person hotline miami at all. It's more like an attempt to make a Tron game without infringing on any trademarks. 
 
The way indies use the word "procedural" nowadays is an insult to .theprodukkt's .kkrieger . 
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