Bloody Hell.
#9162 posted by
Shambler on 2016/04/25 18:05:15
Adrian Carmack does look like a very grumpy potato.
From The FAQ...
#9164 posted by
Kinn on 2016/04/25 18:14:59
"Are you going to make us your bitch again?"
"How about we just make you all a game."
Hehe
Negative Nancy Time...
#9165 posted by
- on 2016/04/25 19:31:05
He wants to make 10 hours of singleplayer content in ~2.5 years. Asking for $700k of funds. I doubt they are going to just be 2 guys and a musician, so they'll need to hire on some others. That figure works out to $93k a year for 3 devs, $70k/year for 4, $56k/year for 5... $56k a year is roughly what an entry-level artist or designer might get for salary at a AAA company. $70k is roughly what a year or so experienced programmer might make. So not terrible figures, but seems like a tight budget for the content they want to make. Obviously they are hoping to exceed their asking figure.
Let's not even talk about the unknown costs of the various partners of their kickstarter campaign.
If each level is a 30 min experience, that's 20 levels. He's given himself and an artist 1.5 months a piece to make them given their schedule. Even if their levels are an hour of gameplay and they instead spend 3 months on each of them... Again, this seems really tight if they're making the game in UE4.
Plus, 6 planned multiplayer levels? And who is doing the gameplay programming, Romero alongside his other duties? Is Adrian making all the character art, animation, AND environment art? Effects and shaders too? Are they really attempting to do singleplayer AND multiplayer, the needs of each are vastly different beasts in 2016? Even with some hires, this seems like a lot of work, and sounds like a recipe for burnout.
Basically, it sounds a bit much for the time, budget, and manpower they've given themselves. And let's not forget that Romero has over-promised and under-estimated in the past, most visibly in Daikatana, but even in the last 10 years he's announced 2 separate FPS games that never came to anything, which he had venture capitalists funding.
I'd like to see some gameplay or something of substance shown before having more confidence in him. He's talked a lot about his ideas in their trailer, but any designer can talk about ideas and dreams until the cows come home... Proof is in the pudding, as they say. There's a lot of handwaving and 'interesting and unique' said, but let's SEE some of that please.
Sounds Cool So Far
#9166 posted by
killpixel on 2016/04/25 19:31:28
the open-endedness and gameplay focus seems promising. I think something like this would need a certain amount of self awareness to not come off as cheesy.
Scampie
#9167 posted by
Kinn on 2016/04/25 19:35:09
I'm guessing the Kickstarter is only part of it. I would imagine they have other sources of capital.
Good Read Scampie
#9168 posted by
mjb on 2016/04/25 19:37:44
Thanks for that, I am also waiting for something with a bit more substance before I pledge.
#9169 posted by
- on 2016/04/25 19:39:28
True, and he could be self-funding a bit. Funny thing about co-creating Doom and Quake is swimming in dollars. But wish he'd disclose some of that if he is.
@scampie
#9170 posted by
killpixel on 2016/04/25 19:41:54
really interesting.
What about the level design is the biggest time-sink in your opinion? If he had decided do do this in something comparable to quake instead of UE4 would the schedule seem more doable?
#9171 posted by
Kinn on 2016/04/25 19:48:46
"I am designing all the levels" probably just means he is mostly giving a bunch of sketches and notes to a team of level monkeys working under him.
#9172 posted by
skacky on 2016/04/25 19:51:36
The Kickstarter is just like Kingdome Come: Deliverance's. Test the waters and if it gets funded then the project will receive external funding on top of it.
#9173 posted by
- on 2016/04/25 19:51:37
The level design itself isn't too bad, no matter the engine. It's simply the time to make it look nice and unique in the engine which takes a lot of time.
UE4 implies a high resolution of environment models and textures. Quake you can get away with a flat BSP wall with a 64x64 brick texture. UE4 that still works, but the brick is maybe a 512x512 bump mapped displacement material with several layers you generated from a hi poly model, and you have various environmental detail models as well alongside that to really sell it. It depends on their style of course how detailed things are, but it's a lot of work!
Scampie
Romero states he never made a penny from Quake.
I Believe He Said It Here -
Scampie
#9176 posted by scar3crow on 2016/04/25 20:51:13
On the stream he said the $700k is a measure of interest for the external funding groups. If the KS hits that, they will come in with a larger figure. It is not the development budget, just the amount to trigger the investors and to fund the beginning of development. He did mention that the moment they hit $700k, they get to work on proper dev.
$700k
seems a lot to float a sales pitch.
Yes
#9178 posted by
Zwiffle on 2016/04/25 21:03:17
Came here to post what scarecrow said, they have other sources of capital lined up.
Dreadnought...
#9181 posted by
Shambler on 2016/04/27 10:19:55
Anyone remember this? Team-based ship vs. ship space combat in pretty cool settings. Some developer gameplay videos were posted a while ago, it looked quite intriguing to me.
Here's some latest footage:
https://www.youtube.com/watch?v=hPtL7Ye_jmM
BUT, is it just multiplayer only?? A quick look on the website reveals this:
WILL DREADNOUGHT HAVE A SINGLE PLAYER CAMPAIGN?
Absolutely! Dreadnought will have a single player campaign mode that allows players to explore the galaxy and engage in legendary space battles against the best captains the solar system has to offer. This EPIC space adventure features the writing of legendary comic book writer Dan Abnett (Guardians of the Galaxy, Warhammer 40K) whose narrative ties the campaign together and brings the Dreadnought universe to life. The full single player campaign may be released at a later time.
So.... Basically they are going to release a specialist and esoteric team-based MP game into a market that is already saturated with easier to get into and more identifiable team-based MP games with loads more on the horizon, the game is going to bomb like fuck, and SP will never get released, right?? Right.
SHPAASH MURRREEENS
#9182 posted by
DaZ on 2016/04/29 01:32:21
Err Spacehulk Deathwing l4d2 in space etc etc
https://www.youtube.com/watch?v=Kub5vOaT0V8
Looks actually not bad
Daz
That looks freakin sweet. I really do appreciate the designs of the Warhammer universe but I really have little to no interest in tabletop gaming.
Looks Pretty Sweet
#9184 posted by
killpixel on 2016/04/29 06:25:35
kinda neat how the suit is approached more like a mechwarrior.
I had a friend who wasn't interested in gaming but absolutely loved the warhammer books. The things he'd describe were always so much cooler than anything warhammer related I've seen. I'd tell him "you know, there are warhammer board and video games and they're pretty popular" but he didn't really care. Hearing him talk about the books made me want to pick em up.
#9185 posted by Killes on 2016/04/29 07:02:56
Looks great though I hope its not too l4d2-ish.
Am I alone in finding the l4d genre totally meh ?
I'm not sure why it bores me, something about the arena like setup, or how formulaic or forced it feels.
Maybe because its just not doable alone without teammates due to the very mechanics of the enemies makes it feel too "set up for coop" for it to be fun.
I prefer coop games that just increase enemy count and starve resources for coop challenge I think.
Daz.
#9186 posted by
Shambler on 2016/04/29 09:48:54
That looks spot-fucking-on. Personally don't like the fucking headbob but everything else looks like Space Hulk FPS done right.
Killes: Yes, yes you are.