Nobodyspatzy
Member
Such a shame...looked forward to the release, but oh well...=(
Skiptastic said:Man, I wish I had Mama Robotnik's skills:
Joey Pants: If you have anything terribly important to say to Duke Nukem Forever, I suggest you say it now.
Gamers: Oh no, please don't.
DNF: Not like this....not like this...*faints*
*BANKRUPT*
Let him do X-Com first.alistairw said:I'd say it's almost a certainty that someone will pick up the IP - probably one of Take Two's devs, given that they'd be unlikely to relinquish the publishing rights. Hey, who's up for a Ken Levine developed Duke game?
Sold it to Rockstar after the first one came out, hence why Rockstar Vancouver is developing Max Payne 3.Xdrive05 said:Does 3D Realms no longer hold the Max Payne IP? I know the Alan Wake guys make it but I seem to remember the 3DR logos stamped all over those games...
3DR sold the Max Payne IP to TTWO. TTWO has a Rockstar studio working on a Max Payne 3 game.Xdrive05 said:Does 3D Realms no longer hold the Max Payne IP? I know the Alan Wake guys make it but I seem to remember the 3DR logos stamped all over those games...
I think this is going a little far. Humor is always relevant.FirstInHell said:Time has passed Duke as a character by anyway. Duke Nukem represented an era of gaming that has not been relevant in a long time. I am glad that this thing was put out of its misery so we can finally stop hearing about it.
I guess the difference here is that daikatana actually saw a release so it's got one up on duke. I remember back in the day people joking Duke Nukem Forever would be the next daikatana, I never thought they would be right.Zyzyxxz said:So WTF were they doing for the past 12 years?
Seriously was this like a case of Daikatana where the time was spent doing coke and hot chicks.
Zyzyxxz said:So WTF were they doing for the past 12 years?
Unless they were buying the cheap shit, they would have run out of money years ago if they were doing that. :\Zyzyxxz said:So WTF were they doing for the past 12 years?
Seriously was this like a case of Daikatana where the time was spent doing coke and hot chicks.
"The 2001 trailer was 100% scripted cinematic, and not actual gameplay. They built specific demo maps just to record video from to make a trailer. Everything you see in that trailer was phony.
The typical work flow there went something like this:
Designer would be assigned a task (build a new map, rebuild an old map, polish a bit of a map, etc.). Designer would work on said task for two, three weeks, a month, all the while lower management would be looking over it and making sure it was going in a "good general direction." Designer would move on to another task. A month or two later upper management would finally look at the work and say, "It's all wrong, do it again." Rinse, repeat.
Entire maps would be done from the ground up, almost to beta quality, and then thrown out simply because no one would make decisions early on in the process. (Read up on Valve's 'orange box' method of design -- that's how you make games)
Another example of is the fact that there was one part of one map that was being worked on before I started working there. Nineteen months later and the same designer was still working on the same part of that same map... I'm not blaming the designer, it wasn't his fault.
I think the biggest problem that the company had in general is being self-funded. When you're a developer working directly with a publisher and you have milestones to meet it's a whole different ballgame. If you don't meet those milestones, you don't get any money. That right there will keep your project on schedule. If, however, you're funding it yourself, you don't really have anyone to answer to except yourself and you can quickly lose sight of just how much money is going out the door."
E-mail that has probably already made it through the thread said:Statement from Deep Silver and Apogee Software regarding the Duke Nukem
Deep Silver and Apogee Software are not affected by the situation at 3D Realms. Development on the Duke Nukem Trilogy is continuing as planned.
I don't agree with this. I think the biggest problem was bad management. The bad management won't go away just because you're getting outside funding and have to answer to people. It probably just means your project will get axed that much sooner because you're not meeting milestones.I think the biggest problem that the company had in general is being self-funded. When you're a developer working directly with a publisher and you have milestones to meet it's a whole different ballgame. If you don't meet those milestones, you don't get any money. That right there will keep your project on schedule. If, however, you're funding it yourself, you don't really have anyone to answer to except yourself and you can quickly lose sight of just how much money is going out the door."
ZombieSupaStar said:
ZombieSupaStar said:here comes the dirty laundry...
http://duke.a-13.net/
"The 2001 trailer was 100% scripted cinematic, and not actual gameplay. They built specific demo maps just to record video from to make a trailer. Everything you see in that trailer was phony.
The typical work flow there went something like this:
Designer would be assigned a task (build a new map, rebuild an old map, polish a bit of a map, etc.). Designer would work on said task for two, three weeks, a month, all the while lower management would be looking over it and making sure it was going in a "good general direction." Designer would move on to another task. A month or two later upper management would finally look at the work and say, "It's all wrong, do it again." Rinse, repeat.
Entire maps would be done from the ground up, almost to beta quality, and then thrown out simply because no one would make decisions early on in the process. (Read up on Valve's 'orange box' method of design -- that's how you make games)
Another example of is the fact that there was one part of one map that was being worked on before I started working there. Nineteen months later and the same designer was still working on the same part of that same map... I'm not blaming the designer, it wasn't his fault.
I think the biggest problem that the company had in general is being self-funded. When you're a developer working directly with a publisher and you have milestones to meet it's a whole different ballgame. If you don't meet those milestones, you don't get any money. That right there will keep your project on schedule. If, however, you're funding it yourself, you don't really have anyone to answer to except yourself and you can quickly lose sight of just how much money is going out the door."
Danthrax said:wow, didn't think the stories would come out this soon.
took a shot of cap'n in the Duke's honor nonetheless. might have another, just to numb the pain.
Figured posting this would be useful, it's an image of what one of those orange box maps look like (this be Nova Prospekt, sometime during HL2's development):ZombieSupaStar said:
Dead Man Typing said:I bought Duke 3D on Live Arcade, surely that should've kept the studio open for another year.
Knowing their arrogance the trailer would be released in 2029.Danthrax said:why don't we all just donate five bucks to 3DRealms? that should keep them open until they release the next trailer.
Fox318 said:Knowing their arrogance the trailer would be released in 2029.
Honestly, I think this is a good thing. Maybe the talent that was working their can put their work and effort into a product that will see the light of day.
White Man said:Yeah, ironically, the death of 3D Realms would probably make DNF come out more quickly than it would have.
What is that game- I remember it- it was epic.Zeliard said:![]()
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Goodbye, awesomeness.
I'm pretty sure it's Rise of the Triad.trinest said:What is that game- I remember it- it was epic.
And to be completely honest, Duke is a bargain bin game. The only reason it gets so much press is due to the 3dRelms refusing to release any information.White Man said:Yeah, ironically, the death of 3D Realms would probably make DNF come out more quickly than it would have.
Nocebo said:I'm pretty sure it's Rise of the Triad.
I accuracy wanted to know what the bottom one was- so my question is now in fact answered.nofi said:Bottom one is, not sure what the top screen is from.
Nocebo said:I also wonder if it would be different if they had released footage. The game was playable to an extent. Jace Hall apparently played the game and thought it was awesome.
It sounds like it was out of the dev team's hands though. It sounds like management was poor since they somehow managed to keep a designer working on the same section of map for 19 months, they had them redo entire maps that were basically finished.Fox318 said:But look how long it took them to even do that.
Its a little hard to be sad for a dev team when they haven't done anything in years.
trinest said:I accuracy wanted to know what the bottom one was- so my question is now in fact answered.
Thanks!![]()
Nocebo said:It sounds like it was out of the dev team's hands though. It sounds like management was poor since they somehow managed to keep a designer working on the same section of map for 19 months, they had them redo entire maps that were basically finished.
Management should be in control of who works on what for how long. If someone is slacking he gets fired and replaced with someone who does finish their job. But when you're a self funded company I think it's pretty hard to get rid of management.
"It's not a marketing thing. It's true. I have nothing further to say at this time."
Botolf said:Figured posting this would be useful, it's an image of what one of those orange box maps look like (this be Nova Prospekt, sometime during HL2's development):
http://i43.tinypic.com/2uix1zl.jpg
So yea, doesn't require graphics assets to create, and would be fairly easy to crank out in a short space of time to test out gameplay and playability. Hearing that they were polishing levels up to beta (apparently with textures and everything) before the bosses even saw them, oy, sounds like they were creating a disaster for themselves.