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fair enough, i didn't see it before it was flagged. I see now that it looks like a quasi-on-topic post and you can't be sure it would be flagged. 
I Loled 
https://www.youtube.com/embed/SVDR-y03XX4

its an official vid?!? idk, really. i have been told so..

watch it please. 
^^^ Rejected News Item 
TBH avocado is pretty tasty. 
 
I know this is a bit early to start planning but can we make func_ into an avocado-focused forum for April 1st this year? 
How Can Avocado Oil Be A Mineral Oil 
It's a plant 
Oh Shit I Read Wrong It Says Miracle 
mea culpa 
 
http://i.imgur.com/uknKRBO.png

what does this mean ;-; 
Pritchard 
there is some maintenance being done on the quaddicted site atm.

follow it on twitter for news of outages and shit. 
Pritchard 
 
First update since 2010 \:D/ 
New Twitch Communities Feature 
I've made a Quake community page on the new twitch system for communities https://www.twitch.tv/communities/Quake

As I understand it, you can set what community you stream to in the same way you select the game you are streaming. No approvals or moderation is required, you should appear in the listing as soon as you go live. 
Great To See! 
 
 
Sadly you can't follow this communities, which makes it redundant... 
 
Sadly Daz doesn't stream for this community 
Half-Life - Unreleased Deathmatch Map "Cloister" 
Daz Go Stream. 
 
Steam Greenlight Is On The Way Out 
#28874 
Videogames are Art 
 
It's being replaced with "Steam Direct" though, which means devs can put whatever they want on steam for a fee

so don't expect anything to change 
For Me, Steam Greenlight Is Steam Auto-ignore 
I don't expect anything to change. 
So I've Been Thinking 
For a while I've been imagining a quake-like game of my own that technically look like the stuff we're doing here (see the HD shambler model and remodelling of the grunt, dog and knight monsters while still keeping the same texture feel of 90's shooters + the detailed mapping here coupled with good lighting and detailed skyboxes). And while I want to keep the thinking on game design for later, I'd like to know where I should go in terms of engine first.

What I'm looking for are the following, considering idTech2 a basis: skeletal animation, ragdoll physics (I intend to take the Metroid Prime route, where enemies make a dying animation before the ragdoll kicks in) and alpha textures/models (and modding of course).
AFAIK, my options are thus:

1-Go for idTech2 and boost it. This also means I'll be able to use TB2 for mapping, but I'm not sure if it'll be able to support skeletal animations and ragdoll physics. On top of that the controls are horrendous. Even if Daikatana managed to get something closer to Q1, it still feels off so I feel like I won't be able to replicate Q1's player physics (minus the bunnyhop as I intend for the player to use an alternative)

2-Use Darkplaces, but the graphic settings for anything that's below 6th gen tends to make them look muddy and the player physics are closer to Q3 than Q1.

3-Use Unity/Unreal4. For Unity's case I've heard it's been used badly a lot so I don't know how reliable it is, and Unreal4 I feel it's like using a bazooka to kill a fly.

4-Use Construct 2 with the Babylon3D plugin (https://www.scirra.com/forum/babylon3d-standard-edition_t183234). I already have experience with this HTLM5 game dev software, and is able to handle online play but I'm not sure if the games you make can be moddable, or what to do if it's possible. 
#22878 
My two cents:

Think of game design now. Figure out the gameplay and mechanics, write a gdd, maybe pump out a few tests. You want gameplay to inform your visuals/tech, not the other way around. There will be a lot of back-and-forth and iteration. You might be surprised how easy it is to make pixel art look like shit and how a cool mechanic might be awful in context.

Engine-wise, I'd opt for FTE/DP + IQM over unity/unreal. I am by no means an expert, so take my advice with a grain of salt. 
#28878 
I use Unity day in / day out, so speaking from experience:

Do not use Unity to make something quake-like. You will spend literally all your time writing systems just to try to get Unity looking and kinda behaving like a quake-like engine, when you can just use something like Darkplaces and have all that shit working straight away from day one.

Besides, brush-based mapping is a million times quicker and more fun than mesh modelling. 
Source Engine? 
It's brushbased, and it has some of the other stuff you had in mind. You would have to somehow put Quake player-physics in there. If you look on Wikipedia you can see that Source2 is going to be free of licencing-fee.... ,Valve's only condition is that you have to publish on steam. Teeeheeeheee :D 
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