https://forums.oculus.com/viewtopic.php?f=42&t=19321
Just released by Jeff Minter. This is THE game I've been waiting for in vr.
Just released by Jeff Minter. This is THE game I've been waiting for in vr.
i'm not going to try this because i dont want to die
i'm not going to try this because i dont want to die
Woooho, I hope I can try this using Trinus Gyre and Cardbaord VR, does it use the Oculus SDK at all or is it just a PC game running SBS?
oh shit.
downloading NOW
i only have a dk1 but that's good enough for me.
I think it might be dk2 only.
God I'm seriously considering going home early just to try this.
It can just about be run on a dk1 too, although it'll be a bit slower and the rez will hurt your eyes. See readme for details.
Can someone try this and post impressions?
I just tried it and had an excellent time playing.
This is yet another example of why people shouldn't be afraid of VR. It's an arcade game more or less from third person perspective meant for traditional 2D displays, but yet it just works great in VR! Trippy!
Uses Oculus sdk, but a version is coming to morpheus too
Wow. Just played my first round. Really gets you in a zen-like state.
That's the design intent of Minter's Tempest series. It's his actual stated goal. It plays off the concept of flow: http://en.wikipedia.org/wiki/Flow_(psychology)
His design principle is to throw as much extraneous visual information at the player as possible such that players can focus and filter it all out to artificially evoke "the zone." I get the feeling many players don't understand this or can't easily enter "the zone" but if you're the type of person who can enter "the zone" at will, it's a powerful experience.
All this is on a flat screen, I can't imagine how awesome this will be cranked up to 11 in VR.
Yeah, I know. I already played it on Vita but the feeling really gets amplified in VR.
I've been fascinated by Jeff Minter's design principles since I first got my Jaguar and Tempest 2000 in 1996, it has seriously affected my philosophy on video game design. I think the guy is brilliant.
Tempest 2000 is one of my absolute favorite games of all time, I think the series is his magnum opus. I've tried all of his titles since - I really like his Mutant Camel series - but Tempest 2000 stands above all. Everything seemed to come together with that game, from soundtrack to graphics to especially gameplay.
Sure, I already have a facecam and everything:
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The issue with T2000 is that it runs like dog shit. For a fast paced arcade game it's unacceptable that it jumps from 60 fps to 15 fps depending on what's happening on screen. TxK is a much more playable game as a result of this.I've been fascinated by Jeff Minter's design principles since I first got my Jaguar and Tempest 2000 in 1996, it has seriously affected my philosophy on video game design. I think the guy is brilliant.
Tempest 2000 is one of my absolute favorite games of all time, I think the series is his magnum opus. I've tried all of his titles since - I really like his Mutant Camel series - but Tempest 2000 stands above all. Everything seemed to come together with that game, from soundtrack to graphics to especially gameplay.
The issue with T2000 is that it runs like dog shit. For a fast paced arcade game it's unacceptable that it jumps from 60 fps to 15 fps depending on what's happening on screen. TxK is a much more playable game as a result of this.
Heck, I just spent a few hours over the holidays playing Tempest 2000 with a rotary controller and everything (which, while not perfect, definitely feels better than a normal Jag pad). It's a great game but it's let down by its tech.
Yeaaaah, but we played it on five different Jaguar machines from different dates based on that idea. I did notice a difference but it still doesn't hold steady at all. It's a weird system for sure.You do know that different Jaguars have different performance, right? The early production jaguars have the behavior you are describing. My late series jag is free of said problem.
Yeaaaah, but we played it on five different Jaguar machines from different dates based on that idea. I did notice a difference but it still doesn't hold steady at all. It's a weird system for sure.
Also, this happened (just two of the systems pictured but we had more). Networked Jag Doom. It does work, but it's not great. It disconnects regularly which causes a level restart and every level in COOP is a pistol start. Still cool, though.
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Oh shit, that's a great point about the controller as we did use the same rotary pad across the board. I could see that being an issue. :\It's a problem with the advance controller port controller on the system, so funnily enough what controller you use also affects the problem. And thus, which controller you chopped up to make your rotary controller.
They actually cover this in the manual, haha. They claim it's "interference from hell."
Battle Sphere Gold also has networking - up to 16 players at once.
Yes, until PSX Doom, it was far and away the best console version. it's a great port.I sold my Battlesphere and Catbox years ago, I can attest that the networking is solid in that game. The Doom port has bad network code. Actually a good port of the game from a graphical engine perspective.
Yes, until PSX Doom, it was far and away the best console version. it's a great port.
John Carmack said:Many developers are planning on waiting out the eary 32 bit hardware wars, but I want to do a cool product even if it doesn't make tons of money. Sandy (our map designer) semi-derisively calls DOOM jaguar my "reward" for writing DOOM pc. "Good job, you can go play with your new toys."
Our initial appraisal of the Jaguar was "nice system, but Atari probably can't make it a success". But when I got the technical documentation, I was VERY impressed. This is the system I want to see become a standard platform.
I was slated to do a cut down version of DOOM for the super nintendo SFX chip, but I kept thinking about how cool a jaguar version of DOOM would be, and nintendo kept rejecting wolfenstein-snes for b*****t reasons (a den cross bonus item might offend christians. right.).
We finally decided that we didn't want to be a part of the chicken-and-the-egg problem of new systems not attracting customers because developers haven't written for the platform because there are no customers. The jag is cool, I think it has a shot at success, and I am going to put my time where my mouth is.
Why the jag is cooler than the 3DO (from my point of view): It only costs $250. The bulk of its processing power is user programmable. The 3DO has a capable main processor (a couple times better than the weak 68k in the jag), but most of its power is in custom hardware that has narrow functionality for affine transformations. The jag has some stupid hardware for z buffering and gouraud shading, but I can just ignore it and tell the two 27mhz risc chips to do EXACTLY what I want. A 64 bit bus with multiple independant processors may not be the easiest thing to optimize for, but there is a LOT of potential.
"The Jaguar was definitely significantly hampered by its technical flaws, which kept me from ever being too big of a Jaguar booster. I was proud of my work on Wolf and DOOM (more so than just about any of the other console work Id has been involved in until just recently), but in the end, the better consoles won the war.”