From A Development Standpoint
#8112 posted by
ijed on 2015/01/21 02:34:31
It sounds like the toughest challenge to make a roguelike FPS.
Good luck to them.
#8113 posted by anonymous user on 2015/01/22 13:37:21
It sounds like the toughest challenge to make a roguelike FPS.
Indeed, I was playing Binding of Isaac and thought how cool that would be in Quake. But then you start thinking how to put those things together, it really isn't trivial.
Feel Free To Hand Out Some Gifts Then
#8115 posted by
negke on 2015/01/22 15:38:18
Meh
#8116 posted by
bal on 2015/01/22 19:37:28
Ziggurat is just a series of box rooms though, it's a good example of why it's harder to do rogue-like in FPS.
Strafe
#8117 posted by Killes on 2015/01/22 20:21:22
Oh my fucking god I am dying.
https://www.youtube.com/watch?v=VHbpdKiInn8
This looks very very excellent, and the trailer is just perfect :)
#8118 posted by
JneeraZ on 2015/01/22 20:33:08
It was even better about 10 posts ago.
Ooops, Got A Bit Carried Away :D
#8119 posted by Killes on 2015/01/22 21:15:06
I Should Have Guessed.
#8120 posted by
Shambler on 2015/01/22 21:21:08
That the People's Champion Of Mediocrity would be liking that one :(
#8122 posted by anonymous user on 2015/01/25 16:02:09
trailer is cool, game might work, too little enemy variety and I would rate monster design a big round ZERO for the moment. Monsters are important in this sort of game so I hope they will fix the design issue
#8123 posted by scar3crow on 2015/01/25 23:04:35
I've been following it for a while and have hope. It seems to be a compromise between various styles. The levels are randomized, but the chunks are designed by people who are explicitly level designers, from what I can tell. The individual chunks have randomization in terms of what portions are connectors, ambushes, or secrets.
The weapon and monster design are far from exciting, but from what I've gathered the weapons they've shown are just "default" ones. And the bestiary at present is just for the first section of the game, on the space ship.
I'm partially interested because of the technical challenge in making interesting spaces with procedural generation, and having a gore system with splats, dripping, and what not where things don't expire. Including shell/bullet casings.
I'm just glad to see something that is focusing on mechanics, and isn't taking a dump on old IPs in the process.
#8124 posted by
Lunaran on 2015/01/26 02:52:53
Hm! I might have been too quick to dismiss. I guess random generation isn't necessarily design copout, because it depends on what's randomized and what isn't, but given the glut of roguelikes lately it seemed the likeliest case.
#8125 posted by scar3crow on 2015/01/26 21:08:03
Their composer did an update on the KS.
"I found my old Quake disk and remembered how amazing and creepy that soundtrack was. It's become my go to when I take a break from working on STRAFE. I think it's been working it's way into what I write for STRAFE and we all couldn't be happier..."
Witcher 3
#8126 posted by
Shambler on 2015/01/26 23:24:19
"15 SECONDS of amazing gameplay". And a lot of wandering around talking.
https://www.youtube.com/watch?v=Jz_i7vMsqnA
Looks kinda cool. The geese look fucking brilliant.
Infinifactory
#8127 posted by
bal on 2015/01/27 11:01:53
Anyone who liked Spacechem, or who likes puzzles and building things, should go buy Infinifactory and then try (and fail) to beat my scores.
http://store.steampowered.com/app/300570
WebGL Doom E1m1, Procedural
#8128 posted by scar3crow on 2015/01/27 23:36:43
https://t.co/zmMSuDpNqJ Doom e1m1 starting area procedurally generated in GLSL
#8129 posted by
Lunaran on 2015/01/28 00:28:48
what does procedurally generated mean in this context? the textures are described using noise functions?
#8130 posted by
czg on 2015/01/28 01:56:28
Looking at the code, that's exactly what it does.
Also it uses some generated code to define sectors and stuff, so it's running some sort of raycasting engine on the GPU.
Pretty cool, but whyyy!?
#8131 posted by
Lunaran on 2015/01/28 04:10:27
same reason as this:
http://arstechnica.com/security/2014/09/hacker-exploits-printer-web-interface-to-install-run-doom/
"because"
actually that guy does make a point about how unsecure the printer is, but still, he didn't need Doom to make his point.
#8132 posted by scar3crow on 2015/01/28 18:39:15
I think Doom in that context clearly demonstrates how that security flaw allows you to get the printer to do many things it wasn't intended to do. That and it was probably a handy thing for him to try and implement. And/or just a Doom fan.
Hmm
#8134 posted by
Zwiffle on 2015/01/29 16:06:19
Is this a jab at Kotaku, game journalism in general, or jump-based platformers?
Say What You Want About GamerGate As A Movement
But they did make Gawker suffer a seven figure loss.