Duke Nukem Forever

Wildcard said:
MrChom said:
now I thnk about it, was the first game to introduce the alternate melee attack at extreme close range without changing weapons.

Ah yes the kick, forgot about that one. I see what you mean, but most of those things are standard in games now - it's going to have to do something special to warrant the 10 years of production.

Performing the DOUBLE KICK *facepalms*
 
Tachi- said:
Wildcard said:
MrChom said:
now I thnk about it, was the first game to introduce the alternate melee attack at extreme close range without changing weapons.

Ah yes the kick, forgot about that one. I see what you mean, but most of those things are standard in games now - it's going to have to do something special to warrant the 10 years of production.

Performing the DOUBLE KICK *facepalms*

Yeah, they realised that for the atomic edition and removed it.
 
Tachi- said:
Sorta makes you think "are they serious??" doesn't it chom?

No studio that spends this long working on a game could ever ber serious. It was announced when I had just started secondary school...now I'm in a stable job, saving up to wipe out post-uni debts, and we have palmtop computers that can run the original IN THEIR SLEEP.

Bear in mind that the team working on this really hasn't been doing much else....assume it's 10 people at, say £30k over 10 years...that's £3m in the hole before you even consider testing, launching, PR, tax and everything else....they must be taking the piss.
 
MrChom said:
Tachi- said:
Sorta makes you think "are they serious??" doesn't it chom?

No studio that spends this long working on a game could ever ber serious. It was announced when I had just started secondary school...now I'm in a stable job, saving up to wipe out post-uni debts, and we have palmtop computers that can run the original IN THEIR SLEEP.

Bear in mind that the team working on this really hasn't been doing much else....assume it's 10 people at, say £30k over 10 years...that's £3m in the hole before you even consider testing, launching, PR, tax and everything else....they must be taking the piss.

Hell that sounds like a good way to get money. almost as good as being a MP's relative, getting paid ex amount for pushing papers.
I bet its all a hoax.
the only B.S excuse they could give would be "were waiting for a console powerful enough to run the game to its best potential"
thats what the heavenly sword development team said when they were creating the game the ps3 wasn't to be released for another year....but thats just it....A YEAR, not 10,
 
way back when they may of been planning to release it but the years crept by and it became a joke and and a urban legend to boot :p It's probably a tradition that it doesn't get a release now (i say if its released its a sign of armageddon)
 
Tachi- said:
..................
Best quote from Duke nukem 3D "when i'm finished with you im gunna rip your head off and sh*t down your throat" and he actually does it :lol: comedy factor rose +3

Another similar line was when you were in a arcade area of the strip club bit you can find a Duke Nukem arcade machine, Going up to it and pressing action he would say

"I haven't got time to play with myself"
 
redgore said:
Tachi- said:
..................
Best quote from Duke nukem 3D "when i'm finished with you im gunna rip your head off and sh*t down your throat" and he actually does it :lol: comedy factor rose +3

Another similar line was when you were in a arcade area of the strip club bit you can find a Duke Nukem arcade machine, Going up to it and pressing action he would say

"I haven't got time to play with myself"

Yeah and the fun thing of a 8year old boy tipping virtual hookers was also funny :lol:
 
MrChom said:
Oh, I wouldn't say that. It introduced looking up and down to 2.5d engines,
Thread needs more System Shock respect. It even had leaning around corners and the ability to stand, crouch AND crawl, things reviewers were still creaming themselves over in games a decade later.
MrChom said:
No studio that spends this long working on a game could ever be serious.
Team Fortress 2 is an example to throw around, and 3D Realms themselves did pretty much the same thing with Prey. Though I guess the later example only illustrates how much of an anti-climax DNF could be.
 
kupoartist said:
MrChom said:
Oh, I wouldn't say that. It introduced looking up and down to 2.5d engines,
Thread needs more System Shock respect. It even had leaning around corners and the ability to stand, crouch AND crawl, things reviewers were still creaming themselves over in games a decade later.
MrChom said:
No studio that spends this long working on a game could ever be serious.
Team Fortress 2 is an example to throw around, and 3D Realms themselves did pretty much the same thing with Prey. Though I guess the later example only illustrates how much of an anti-climax DNF could be.

As far as I was aware System Shock was a true 3d (albeit in a very primitive form) engine as opposed to 2.5d. The only logical way I can state the difference is that 3d has a logical mapping of all space and you could, say, have a room with a hole in the floor that lets you drop down to a second room. 2.5d, meanwhile, uses 2d co-ordinates and heightmaps. Looking up and down in 2.5d was always tricky because it required actual deformation of the sectors on the fly. This did, however, lead to some VERY neat tricks in the engine...such as being able to have an archway you could walk all the way round, but be able to pass through into space that should logically be in the space you just circled (and entire levels were based around this strange fact). I may still be wrong about it being first, mind, just thought I'd point out that System Shock isn't 2.5d.

As for TF2 and Prey? Also taking the piss.
 
Nope, Shock is 2.5d. No architecture overlaps. Besides, that seems an irrelevance in arguing any innovation in the Build engine, since making a 2.5d engine at all in a time where full 3d engines have been proved possible a couple of years ago would be pretty unimpressive.
 
kupoartist said:
Nope, Shock is 2.5d. No architecture overlaps. Besides, that seems an irrelevance in arguing any innovation in the Build engine, since making a 2.5d engine at all in a time where full 3d engines have been proved possible a couple of years ago would be pretty unimpressive.

Hey, 2.5d had its place at the time, it was WAY faster than anything 3d could do in 1996, and throw way more at you. By the time of the death of the Build engine it could do some really funky stuff.
 
MrChom said:
Hey, 2.5d had its place at the time, it was WAY faster than anything 3d could do in 1996, and throw way more at you. By the time of the death of the Build engine it could do some really funky stuff.
Well, you're right that you should never kick a seemingly old piece of technology when it's down. Last I heard, someone was thinking of bringing back voxels. I thought they were out of the game about the time I last read a computer magazine printed on dead trees.
 
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kupoartist said:
MrChom said:
Hey, 2.5d had its place at the time, it was WAY faster than anything 3d could do in 1996, and throw way more at you. By the time of the death of the Build engine it could do some really funky stuff.
Well, you're right that you should never kick a seemingly old piece of technology when it's down. Last I heard, someone was thinking of bringing back voxels. I thought they were out of the game about the time I last read a computer magazine printed on dead trees.

Voxels were, in some respects, superior to polygons. Yes, they were EVIL to compute, and light mapping them was also pretty bad....but they offered something that polygons can't do without some HEFTY programming. Dynamic destruction.

Wall made of polygons, you fire a rocket launcher at it and the coder has to have put in a method for destroying that wall by means of either a destructible wall tag and a premade hole, or some kind of prefab....if you even want a blast mark you have to have a decal of some sort.

Now let's do that with voxels...because the engine calculates the exact size of the blast, and the wall is made up of individual voxels you can make something dent, scar, or plain remove the wall with a dynamic hole that could even reflect intervening terrain between explosion and surface along with dynamic blast marks.

Admittedly voxels are quite processor intensive, and modern 3d hardware deals only in polygons, but I think there's going to be a certain re-evaluation of the voxel as developers look for new things to do.
 
Maxon said:
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I have a good mind to attack you right now....wasting 3 mins of my life :(
 
Tachi- said:
Maxon said:
<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/6K00DCK1l98&hl=en&fs=1"></param><param name="allowFullScreen" value="true"></param><embed src="http://www.youtube.com/v/6K00DCK1l98&hl=en&fs=1" type="application/x-shockwave-flash" allowfullscreen="true" width="425" height="344"></embed></object>

I have a good mind to attack you right now....wasting 3 mins of my life :(
It takes 2 people to watch a video. One to provide and one to watch. ;)
 
Maxon said:
Tachi- said:
Maxon said:
<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/6K00DCK1l98&hl=en&fs=1"></param><param name="allowFullScreen" value="true"></param><embed src="http://www.youtube.com/v/6K00DCK1l98&hl=en&fs=1" type="application/x-shockwave-flash" allowfullscreen="true" width="425" height="344"></embed></object>

I have a good mind to attack you right now....wasting 3 mins of my life :(
It takes 2 people to watch a video. One to provide and one to watch. ;)

Coulda warned me it was going to be full of immense dullness :lol:
 
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