Posted a bit further up:They better record the keynote this year. Last year was a clusterfuck.
Posted a bit further up:They better record the keynote this year. Last year was a clusterfuck.
They better record the keynote this year. Last year was a clusterfuck. How could you screw up the single most important event of the show. Did anyone manage to ever find a video recording of the 2011 keynote?
edit: Just Googled it and found it on YouTube.
Warsow.What with the endless supply of side scrolling platformers and puzzlers you'd wonder why a couple haven't tried to make their own Quake.
All of the designers that worked on Doom 1 and 2 have left the company. Tim Willits is the only designer that worked on Quake who is still with the company.Who? What are examples of the good games those guys made and why are they good? Where are they know and where are the great games they are churning out?
- Always changing floor height when I wanted to change floor textures
- Using special border textures between different wall segments and doorways
- Being strict about texture alignment
- Conscious use of contrast everywhere in a level between light and dark areas, cramped and open areas
- Making sure that if a player could see outside that they should be able to somehow get there
- Being strict about designing several secret areas on every level
- Making my levels flow so the player will revisit areas several times so they will better understand the 3D space of the level
- Creating easily recognizable landmarks in several places for easier navigation
http://www.destructoid.com/a-wicked-amount-of-people-are-working-on-assassin-s-creed-2-132575.phtmlI dont know, do they? I dont think so. Anyways, IW has ~100 comparable to Id.
http://www.joystiq.com/2012/03/26/building-a-revolution-the-four-teams-behind-assassins-creed-3/Ah, the question has finally been answered. It takes roughly 450 nerds to make a hotly anticipated Ubisoft sequel. NowGamer recently spoke numbers with Assassins Creed 2 producer, Sebastien Puel. One of the things Puel revealed was the size of the team working on Assassins Creed 2, which is about triple the size of the one that worked on Assassins Creed.
Ever since Ubisoft Montreal's Assassin's Creed 2 introduced Ezio Auditore in 2009, the number of studios working on the franchise alone has increased dramatically. For 2010's Brotherhood, four additional studios signed on for support: Singapore, Bucharest, Québec City, and Annecy. For 2011's Revelations, yet another was added (Ubisoft Massive), putting the total at six.
For this year's Assassin's Creed 3, the army of studios has been restructured to four: Montreal, Annecy, Quebéc City, and Singapore
I'm not surprised that you think that Half-Life is the only good "old-school" single player shooter since it introduced a lot of what I dislike about modern shooters. If you play shooters more for the spectacle and story then I can understand why you prefer modern shooters.I dont know really what to say about that. I like them, but I dont play multiplayer. Cant really think of a good old FPS, except Unreal Tournament, and Half Life. Anyways, it's not like Carmack is loving old games. He plays nothing.
Quake is just a arena deathmatch and nobody wants that anymore, it was 15 years ago.
Doom 1/2/3 wasn't that good really. I remember me and my brother becoming really bored of Doom on Playstation 1.
If we ever get a new Quake ( Quake V or just a new game called Quake), would be nice if the game had more in common with the first game.
Painkiller multiplayer actually had much more in common with Quakeworld MP than Quake 3 vanilla did (and certainly far more than Quake 2).
can I play with bots in Painkiller?
Yeah, not just the Lovecraftian style but also the Quakeworld physics. Painkiller multiplayer actually had much more in common with Quakeworld MP than Quake 3 vanilla did (and certainly far more than Quake 2).
We need the return of the truly fast-paced arena shooter. Tribes: Ascend is fun but it's not nearly as hectic nor as skill-intensive as Quake 1 was, though by modern standards it's still pretty high up there.
Single-player in Quake was enjoyable enough but it was never the true attraction to me. It was always about the multiplayer (though some of the single-player total conversion mods were pretty neat). I wish we'd see a return of Quake-style MP, whether it comes from id or another company.
Shame People Can Fly is stuck making console shit or they'd be able to do it properly.
How many people who worked on Painkiller are left at People Can Fly? I know some people went to Farm 51 and Flying Wild Hog.
The whole thing about Bulletstorm PC was kind of strange. Didn't they call tweaking the ini "raping their vision" or something?
What with the endless supply of side scrolling platformers and puzzlers you'd wonder why a couple haven't tried to make their own Quake. Mostly what you get are fan made campaigns for the old games. Not much wholly original build from scratch.
I suspect it has to do with the fact that Quake damn near-perfected the online PC shooter. It's hard to improve on Quake's formula without being just a minor improvement. You can add some weapons, some additional movement tricks etc. but it's hard to do something revolutionarythere.on
The only huge improvement one could do is high-quality graphics, which are:
a) expensive; and
b) require much more skilled artists than those side scrolling platforms and puzzlers you mentioned.
VODS:
Keynote: https://www.youtube.com/watch?v=wt-iVFxgFWk
Game of Making Games http://www.youtube.com/watch?v=XWBXZc1mEas
EDIT: ah i didn't refresh the page
It was there all along a few days after the 2011 event.
3+ hours of Carmack talking? Dream come true.
My bad. It was the 2010 keynote video that was never recorded. All I can find is the audio recording.
Literally gone up now:Hey gents, is there a video of the Virtual Insanity panel? If not, will there be?