 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 :(
 #8117
#8121 posted by JPL on 2015/01/25 15:05:11
Awesome !!!
#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.
#8133 posted by Spirit on 2015/01/29 10:47:06
 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?
 All Three
#8135 posted by Kinn on 2015/01/29 16:10:50
and more
 Say What You Want About GamerGate As A Movement
But they did make Gawker suffer a seven figure loss.
 10 Minutes Of Strafe Gameplay
#8137 posted by scar3crow on 2015/01/29 19:19:34
Edited down some due to deaths: https://www.youtube.com/watch?v=48GlqcTDqzc&feature=youtu.be
It looks like they are specifically not trying to make a Doom or Quake clone, but rather that they're making their own game and they love Doom and Quake. More verticality than I anticipated, I love neutralizing acid with blood, as well as just throwing explosive barrels instead of grenades. Has a dash of Killing Floor to it as well.
 Yah
#8138 posted by Kinn on 2015/01/29 19:42:46
The gun needs to be bigger and animate more - it's a bit too small and static - there are still areas of the screen which the gun model doesn't completely obscure during its reload animations, and that needs to be addressed.
Also, those in-helmet hud elements are too subtle - they should take up at least 80% of the screen space imo.
 Kinn Could Be My Kin
#8139 posted by Spirit on 2015/01/29 20:10:23
 That's The Spirit :}
#8140 posted by Kinn on 2015/01/29 20:27:06
 Strafe
looks cool but the scale of the game seems weird, like either the dude you play is too big or the levels are a bit too small.
 The Owlneck
#8142 posted by Zwiffle on 2015/01/29 21:40:24
Got whiplash watching that.
I mean it looks fun. Don't think it will be mindblowing, but decent for several hours before I move on to Quake again.
#8143 posted by scar3crow on 2015/01/29 21:42:56
I chuckle at the satire, but the gun actually dips out of view when reloading... It is also rather stable when firing. Way too much movement in general though.
 Strafe
#8144 posted by [Kona] on 2015/01/29 22:16:04
watched for a few mins. not my thing.
1. looks like a duke nukem mod
2. even at that some of the level design is pretty uninspiring - big flat walls. the first section was too small for the character. if you're going for this style of limited graphics, you really need to push the boundaries in the level design, imo. like what ppl have done with doom and quake. even minecraft.
3. screen at times felt like there was just so much shit going on everywhere (enemies, projectiles, explosions), at one point I couldn't even see what he was firing at. are those projectile animations finished?
4. firing of weapons and hitting the target didn't seem realistic enough, like there wasn't enough impact to indicate it was a real weapon hitting a creature. felt very weak.
5. computers mining, a 100% accurate solar system? wtf who cares about that shit! your going to the effort of making little bitcoin mining animations and accurate solar systems, how about instead making it the prettiest start map they can do, get some scale into it.
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