Blow
#23128 posted by Kinn not logged in on 2013/07/29 15:31:37
I think Blow has mellowed a bit in recent years, but I remember back in the Braid days he was extremely smug and pretentious and the success of Braid only fuelled his ego.
Doom Article
#23129 posted by ijed on 2013/07/29 17:51:08
Nice read.
I agree with a lot that is said. Typically modern games designers can't stomach only having the 'basic' mechanics in a game. There always need to be RPG elements or a recharging shield or whatever.
Not that these mechanics when taken individually are invalid, but when the design becomes a mess of conflicting ones it usually results in a game I can't be arsed to play, let alone finish.
The kind of pared down gameplay we see in games from yesteryear is hard to find nowadays, but also the most interesting to me personally.
83rd comment - the guy seems stuck on the idea that realism = better games. The article itself generalises a lot and talks about Doom as the core because, well, that's what was under discussion.
Fish/Blow/Beer - who gives a toss?
Blowfish
#23130 posted by Kinn not logged in on 2013/07/29 18:52:43
Fish/Blow/Beer - who gives a toss?
The sizeable chunk of people who were looking forward to Fez II probably.
Also: those of us who like to get the popcorn out, sit back, and enjoy the BEEF.
Heh
#23131 posted by ijed on 2013/07/29 20:24:08
Fair point. But I doubt this comment will have any affect on the production, or not, of Fez2.
I'm grumpy on Mondays.
To be fair, despite the bad press, I'd err on the side of 'the blowfish' in this little shitstorm.
While it's true that their games are paid for by their fans, it's not true that they're paid for by the self-entitled gaming press and it's debatable that even having them 'on your side' is worth a mousefart.
Having genuine word of mouth among people who like your game and evangelize it for love not money is different though.
Oculus Quake
Ijed
#23133 posted by Cocerello on 2013/07/29 23:49:29
I'm surprised at how you found that kind of information in the 83rd comment of the doom article.
In that huge mass of paragraphs that guy wrote in that rage attack, there is only one that can be related to what you say, and only very superficially.
He mainly talks about a very different issue, even though his affirmations aren't directly related to the theme of the article, it is about a problem this article has in the reasons he has about valuing Doom, and in my opinion many more articles by other people, considering that a few games where the ones that made everything, even though it is more like they were the ones that popularized all those aspects and innovations, they only innovated in part of them.
That Was
#23134 posted by ijed on 2013/07/30 00:29:18
The bit was most coherent for me. He's not really justified in being angry at other FPSs being glossed over because the name of the article says 'Doom' in it.
Criticizing someone for a lack of knowledge should be done in a helpful way IMHO.
On the other hand, maybe I'm reading your response to my response wrong :)
Completely Random Question
#23135 posted by Spiney on 2013/07/30 01:51:05
Does anyone know of a site that presents you with a fake dos console upon entering?
I thought about putting some easter egg in a site like that, where you need to 'hack' your way in.
Comment 83
#23136 posted by Spiney on 2013/07/30 01:52:33
Talk about a bad temper, haha.
#23137 posted by czg on 2013/07/30 07:15:41
Chthon Brightness
#23138 posted by negke on 2013/07/30 19:21:49
I just noticed a peculiar behavior of the Quake engine regarding the Chthon monster. For some reason its brightness differs depending on the side he's facing - basically normally lit in the direction he starts from, and considerably brighter when he turns around. It's noticable in all engines regardless of overbright support, and in some cases looks pretty bizarre.
Anyone know what's going on there? Is it a "feature" and why?
Normals
#23139 posted by Preach on 2013/07/30 20:05:21
That's part of the gouraud shading/surface normals. You can also notice it by watching the viewmodel while you spin round in a circle - at different angles it will be brighter or dimmer. The effect is probably most noticeable on a large model. I think that for this kind of directional shading the quake engine renders as if there is one fixed light source, coming from above at a particular bearing. I've never found which bit of the renderer does it though.
#23140 posted by metlslime on 2013/07/30 20:30:34
i think there's a lookup table the game uses to generate light value based on vertex normal.... anormdots.h or something.
This Kind Of Stuff Is Perfect For The Wiki
#23141 posted by Spirit on 2013/07/30 21:46:37
#23142 posted by Spiney on 2013/07/30 21:53:17
czg: cool, it's certainly got the visuals down.
negke: iirc in stock quake light direction always faces north and overall brightness gets modulated by the lightmap texel the player is standing on.
of course some engines decided to do it less hacky. I think FTE even generates a light grid upon runtime.
source: http://www.gdcvault.com/play/1014236/Quake-A-Post-Mortem-and
@#23132
#23143 posted by bear on 2013/07/31 13:22:32
Waiting for the UPS truck to come and deliver Oculus Rift today.
Guess it might be interesting to visit some old familiar places with it.
Oh Dear Fucking Christ.
Can't see the issue really. It's his game and he can stop making it if he wants.
#23150 posted by Spirit on 2013/08/02 00:22:57
propecia moins cher would be a nice map title.
http://www.twitch.tv/bethesda Carmack Keynote live right now.
#23151 posted by Spiney on 2013/08/02 00:43:10
The chat window next to teh camrack is hilariously juvenile
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