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"IT'S A NICELY DESIGNED GAME AS LONG AS YOU DON'T WANT ANY MEANING IN YOUR LIFE."-TIM

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 1 
 on: September 24, 2017, 05:57:01 PM 
Started by SteveC - Last post by SteveC
Original Doom.
Big big fan of the Brutal Doom mod. Adds in a bunch of 'new shooter' conventions, without the terrible ones. So, mouse look, taunts, melee boot to the heads...its pretty great.
http://www.moddb.com/mods/brutal-doom

I'll second Brutal Doom!

I also bought Duke Nukem 3D: 20th Anniversary World Tour to play Co-op with my cousin the other day. The game gets a lot of flak, but I liked how they handled the graphics and let the pixels stay nice and sharp. The sound was fine when we were playing but I had heard it was off sample or something.... maybe they fixed it?

Playing Duke makes you wonder how far modern day tech could take pixels in first person. Mouse-look is great but really exposes some flaws when you look around and the aliens look like card-board cut-outs.

 2 
 on: September 24, 2017, 05:26:01 PM 
Started by Roland of Yew - Last post by Roland of Yew
Not sure if anyone is interested but as you may or may not know Valve have recently released (last Monday) a new app that lets you stream your games/videos etc to your smart tv. Today, I successfully ran Underworld Ascendant and Divinity: Original Sin 2 on my 4K Samsung TV (response time: 4ms) Both games worked flawlessly at the highest resolution and their settings set to 'ultra'. I tested both games with my PS4 controller/XBone controller (came with the Rift) and keyboard and mouse. In the Steam GUI I set the framerate at 60FPS and 30mbps throughput bandwidth. However, my setup is hardwired LAN via power bridges not wireless, I will be testing wireless next week.
The idea is to allow gamers to play any game from the comfort of their sofa. In my case, I have theatre sound set up and as previously mentioned a large 4K tv. 







 3 
 on: September 24, 2017, 05:01:50 PM 
Started by Santa Clause - Last post by SteveC
Well man you definitely put that Sub37 through its paces!

 4 
 on: September 22, 2017, 01:54:07 PM 
Started by Joe - Last post by Sandro
I consider scenes like this to be contributors to overall immersion in a game *world*. Someone said earlier, you have to have someone on the team who takes the time to put stuff like this in though!

 5 
 on: September 22, 2017, 01:21:24 PM 
Started by Joe - Last post by Sandro
I specifically recall wounded enemies fleeing from battle.

Yep, even those pesky Lurkers manage to slip away from time to time. :)

The running water mentioned already was incredibly impressive. Being able to knock an opponent off of a bridge with a heavy attack and then see him carried away by the current was just mind blowing at the time.

:D

 6 
 on: September 22, 2017, 07:48:31 AM 
Started by Joe - Last post by Setho10
Man there are so many great immersive elements from the original. I think the use of light is huge as so many have said. But at an even more basic level, the freedom of movement compared to the grid based styles of other RPG's at the time was revelatory.

I think maybe the best way to sum it all up though would be to say that the world reacted as you would expect. AI reacted in a far more realistic way than in any game I had played before. I specifically recall wounded enemies fleeing from battle. It was the first time in a real time game I can think of where enemies did more than follow one simple basic pattern. These AI had different states and that was impressive and immersive in a way that is just indescribable.

Beyond the AI you had the simple physics systems that while primitive by today's standards still wowed at the time. Being able to just hit most doors until they broke open was amazing. The running water mentioned already was incredibly impressive. Being able to knock an opponent off of a bridge with a heavy attack and then see him carried away by the current was just mind blowing at the time. The various systems in the game just all interacted in a way that felt right and that included the AI, the lighting, and the various material physics. It felt like this was a real living world not a set of levels created by a designer, and more than anything that is what makes Underworld so impressive to this day.

 7 
 on: September 21, 2017, 10:37:40 PM 
Started by Peroroncino - Last post by Sandro
Hey, thanks for that insight! I have yet to play or even see the build for that matter. I have relied strictly on the words of you guys. :D

 8 
 on: September 21, 2017, 09:44:51 PM 
Started by Joe - Last post by TrenchKnife
begin
 if immersive sim == grand theft auto
   then we need a better term for UA.
   else we still need to make the term dungeon/magic/fantasy specific.
 while my granny don't get the point
   do some latinesque etymology shiftyness
   untill you have a word for a simulation of that immersion.
 for the terms we have must exceed expectations and not be redundant
   echo the words that granny understands
end

"virtualized literature"

PS: actually it was "computer virtualized literature". She understands what computers do, despite a gnarly dislike for them.

 9 
 on: September 21, 2017, 09:25:00 PM 
Started by Sandro - Last post by TrenchKnife
You could do *that* all the way back in 92'.

heck yeah you could ... if under the influence of a jump spell while flaunting some bounce boots and a levitate potion.

those were the days, when you could score a good potion off the dwarves.


 10 
 on: September 21, 2017, 09:15:35 PM 
Started by Peroroncino - Last post by TrenchKnife
lets not think of the linearity as one might depict while reading through a diary. there should be gates and challanges but in descrete manners so that they remain obscure. there's been nothing more inspiring as finding a place I couldn't get to, or return to without being a specific character. entice me to explore and interact!

and then I got thinking about real time alterations of the dungeon.  as if it were a live dungeon, one that learns and grows, updates and anticipates. we should expect a level of dungeoneering that uses modern computing technology. in this realm we should have an interaction at  "whole dungeon" level. that is as we the players pose our characters against it, it has reactions broader than we can immediately discern.

think of it as a "choose your own adventure" book, but you aren't the only one choosing the adventure, the game does too. the game itself dynamically opens to you, based on your character characteristics and player choices, a different dungeon. that can be as simple as blocking corridors to fighters, or limiting special weapons to a race, social group ostracizing.

the prealpha build is an example of this, if only a magnitude or two short of the above. I've run through it enough to know that the solution is partly based on the skillset chosen. you don't get to run the walls and wall jump to a less than 1 min silver sapling steal, unless you choose those skills. (every one else just gets the sappling the hard way)..... now bump that example up to the magnitude of the dungeon we have here, the abyss with it's many depths like dante's inferno.

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