#6488 posted by Spirit on 2013/04/04 16:56:47
Very cool roguelike with story and stuff: http://teleglitch.com/
Teleglitch Is...
Awesome! It's like a top-down Doom/Quake with perma-death and crafting!
Definitely recommend playing, I saw it on TIGSource ages ago!
Spirit
#6490 posted by erc on 2013/04/04 20:23:26
Thanks for posting that! It is like an amalgamation of all things I love about gaming. You made my day.
And That Makes Me Happy In Return!
#6491 posted by Spirit on 2013/04/04 21:33:13
Unreal Engine 4
#6492 posted by JPL on 2013/04/04 21:34:23
http://www.extremetech.com/gaming/152511-unreal-engine-4-looks-much-better-on-the-pc-compared-to-the-ps4
This one reminds me a lot Lord of The Ring: a mix in between Sauron and Balrog >E
This one is interesting too
http://www.youtube.com/watch?v=dO2rM-l-vdQ
Note that it is not image synthesis, but really Unreal engine 4. Nevertheless, it is precised that the engine run 4 times slower that normal speed, exploiting 100% of GTX680 processing capabilities. Hence, to run the game with its full power, it would need four GTX680 to get a real time playable demo
After small calculation it means "basically" and roughly just 12 Terra Flops a 14 billions of transistors... just a "small" GFX setup
#6493 posted by necros on 2013/04/05 01:29:29
wow, teleglitch ironically has really nice graphics. i really like the visibility system they implemented.
#6494 posted by Spirit on 2013/04/05 12:27:10
One thing for sure, compared to the System Shock and Thief series, Quake is really newbie friendly to install.
Teleglitch
#6495 posted by slapmap on 2013/04/05 14:46:49
Crimsonland rougelike yay!
#6496 posted by erc on 2013/04/05 15:14:13
Yeah, I have always liked the .pak system of Quake series (or similarly, .wad format of tech1). Tidy, simple and easy to figure out. I hate those games where thousands of files lay out in the open, in too many damned folders.
#6497 posted by Spirit on 2013/04/05 15:27:03
The melee combat in teleglitch is seriously pissing me off. It is super hard to aim and apparently you have to actually hit the drunk monsters with your 2 pixel end of arm?
#6498 posted by Spiney on 2013/04/05 15:35:00
Aren't PAKs essentially folders that cannot directly be accessed by the OS? The distinction always eluded me somewhat. I've never seen the big win in it to be frank. It's just as messy and complex, just hidden in a custom format.
#6499 posted by erc on 2013/04/05 16:50:34
@Spirit: Yeah, melee is near impossible. I think it is not supposed to be used at all. By level 3 monsters are already attacking in swarms, so it is best to form a Trinailgun as soon as possible and use it as the fallback weapon instead of that puny knife (since you can also produce nails by scavenging).
@Spiney: Fair point. It might be a personal thing but I like .pak's better. Besides, you don't have to overwrite original stuff to utilize custom content - that may be the advantage of the system.
#6500 posted by JneeraZ on 2013/04/05 17:05:51
What was great was the day I discovered that the Quake3 PAK files were ZIP format. Blew my mind... You can open them in any standard ZIP file editor.
#6501 posted by Spiney on 2013/04/05 17:10:08
The overwriting can still be done by simply renaming the folder PAK2 etc. But I can certainly see why some people would prefer it. I think the difference is purely psychological.
#6502 posted by metlslime on 2013/04/05 17:25:44
File system access is relatively slow; pak and other such formats allow you to open one file handle with the OS and then just read different chunks out of it.
ROTT 2013.
http://www.youtube.com/watch?v=5YPQRE57hNQ
Other than the tiny player-to-level scale, this looks like the dog's bollocks.
ROTT 2013
#6504 posted by bal on 2013/04/05 18:07:06
That looks surprisingly fun.
I love how they kept those floating circular platforms, they make no sense at all in that warehouse level, who would use antigrav platforms where you can just have normal stairs, that's great. :)
ROTT is the first game I mapped for, plenty of fond memories from it.
#6505 posted by metlslime on 2013/04/05 18:27:28
i like how you pick out the floating platforms as what's unrealistic. To me that entire level looks like any deathmatch map with industrial-themed textures with arbitrarily placed bridges and jump-pads and i had to go re-watch the video to see that it was even intended to look like a warehouse :)
Spiney
#6506 posted by negke on 2013/04/05 19:47:58
Apart from from tidiness and easy managability, having all files in containers speeds up access (no defragmentation) and (de)installation. Copying/moving a large number of individual files takes considerably longer than the same amount of data in few container files.
#6507 posted by negke on 2013/04/05 19:50:13
No "fragmentation" obviously.
Metl
#6508 posted by bal on 2013/04/05 19:54:12
Yeah I agree, I just picked out the floating platforms because they were an important part of the original ROTT (you could only create any kind of vertical gameplay by placing them).
Honestly the level itself (layout, design, etc.) is pretty generic and doesn't look very good as far as deathmatch levels go, those random diagonal bridges made me cringe...
Realistic Textures
#6509 posted by starbuck on 2013/04/05 21:37:10
with 1997 brushwork and layouts is not a good look. It looks like a retexturing project. Gameplay looks nicely oldschool though.
Borderlands 2 Deal
#6510 posted by negke on 2013/04/05 22:08:36
Meh. There's a very nice deal on Amazon.com today (and only today): All Borderlands 2 diginal codes are off 67% - unfortunately only available to US customers. If some charitable Americano reads this, go buy me two keys for the BL2 Season Pass, would you ($9.99 each)? I can pay you back in USD or BSP. :>
And while you're at it, go grab the game for yourself, it's a lot of fun in coop.
ROTT.
#6511 posted by Shambler on 2013/04/05 22:58:19
Looks dire in pretty much every way.
#6512 posted by slapmap on 2013/04/05 23:10:22
-fast oldschool gameplay
-$100 mln art budget
choose one
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