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Doom4
Doom4 has been announced, id are looking for people, if you are that person, and are good at what you do, have a look.

http://www.idsoftware.com/

Doom4, discuss it or not.
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Also I always kind of liked Halo's hybrid system (only played the first one). But don't think that would work for every kind of fps. 
Yes Ijed... 
...I thought it was a great aspect of The Masquerade. Might be difficult to implement in a different genre though ? 
 
There is a lot of truth in what Kona said. For instance, in Gears I would often take chances in combat simply because I knew that if it didn't work out, I could take cover somewhere and regen a little. If I was on a finite amount of health, I'd be a lot more careful.

I don't think either system is perfect BUT I don't think regen is as flawed as people want to make it out to be. If the player can simply run away and hide and heal up then maybe the problem is in the AI and/or the level design - not the health system. 
Playerd Also Have To Take Some Responsibility For How They Play 
In both health systems being discussed, you can choose to be more of an adrenalin player or play the run and wait game. Sure different health systems may nudge different people into one of those two styles but at the end of the day its upto the player how they want to play the game and how much they want to enjoy it. 
Score Vampirism 
I implemented this in one top down shooter but in a way I hadn't seen before.

Basically, scoring recovered your health, and the scoring system awarded you more points (more health recovered) the better you did.

I was trying to solve the 'run and hide' gameplay which is a risk in the timed health regeneration system.

The idea was to encourage risky but good play.

Everything else in the game was based on making the player more aggressive as well - camera angles, damage of melee vs ranged attacks and a special leap attack to replace the standard grenade / rocket.

Unfortunately it seems a lot of the players struggled to realise the score vampirism because we had a very poor interface and I ran out of time to have a crack at improving it myself.

The 'health pack' was a group of refugees who got cheered and got beamed up when you collected them, awarding 5000 points. 
 
What was said before about play style being defined by player and level design and not health packs vs regen makes sense, I agree.

For me though, and I don't know if this goes for anyone else, health packs provide a more "survivalist" vibe which fits in better with the stranded marine blasting his way desperately through hell's hordes. That survivalist vibe comes from health pack collection being a better analogue to actual survival - acquiring vital resource to make it as you go.

Magical 20-200 second health bar autorefills kill the (I'm not sure how to define this) vibe/suspension of disbelief for me. Or maybe in more words kill the analogy of the game to an arcade game version of "reality" - which is a concept I believe games from Doom's era worked from as inspiration/starting point in their gameplay design not having had much to base themselves on game wise prior to their creation.

/rant/ These days I feel games base off other games in an attempt to improve on previous formula, which works great plenty of times but also slowly leads to a loss of perspective, to more and more abstract gameplay styles in the service/hope of "this game is so much better than the previous one because its improved guys, even if it did not need any improving!"

You can make better than previous with the exact same ingredients, don't need new ones automatically to achieve this. This goes de facto for a million subsets of art and entertainment, why not games more? Its a pissing contest most of the time. /rant/ 
 
It's a balancing act that developers constantly walk.

If you don't change anything, you get slammed for same-old, same-old.

If you change things, you get slammed for killing the franchise and forgetting what make the original so great.

There's a sweet spot but it's actually pretty hard to get right. 
 
Killes, there was nothing broken or improvable about healthpacks. They reinvented the wheel to make fps easier on a joypad.

I would have liked Rage a lot if it wasn't for the absolutely tension-killing fact of just having to stop a while to recover health... and the resurrection mechanics.

Kona:
"Regen health promotes more action in the gameplay than the old school methods. The problem is combat is much slower these days. "

mmmh.... actually if a game had a constant onslaught of aggressive enemies coming for you (ie not enemy soldiers constantly taking cover) it would make for some very hectic gameplay, forcing you to kill enemies as soon as possible to have enough time to recover your health. But obviously health regen is part of a bigger problem, the let make fpses as easy as possible with the joypad school of design

(another variation would be to have a thrill seeking protagonist with health slowly crawling to 1 unless you keep killing, with health regen speed based on how much damage you are delivering)

but yeah the point to me is that health kit was an already perfect system 
LOOOOOOOOOL 
 
not sure i'm too impressed by that 
D00M Preview At QuakeCon 
 
I reckon there will be leaks. 
Doom 3 Leaks 
Made the game look even better than it did in reality. The bad video and sound quality just made my mind fill in the blanks and get incredibly excited. The leaked code was far less exciting, but the final game was fairly fun aside from some of the problems we already beat to death in the Doom 3 thread 10 years ago.

10 years. Fucking hell, I'm getting old. 
 
it's probably pretty fkn sad that we all play video games still lol. it's just too addictive to give up though :P 
 
I don't buy that. Why isn't it sad that some people watch sports for their entire adult lives? Hobbies are hobbies, fuck what other people think. 
Games Are An Artform 
Like any other, and potentially a superset of all others. Of course, they're huge timesinks in creation and consumption. Probably very self-indulgent also... 
RPS QuakeCon Coverage (sorry, Scar3crow) 
Doom created to be fast, brutal. Not waiting around for health to recharge. Showed quick animatics of enemies getting gibbed. Looks OK.

There will be fast-paced competitive multiplayer. Will run on a new evolution of their tech, Id Tech 6.

Game will be on PC and next-gen consoles.

Demo time. Marine puts on helmet. Walks through corridors I�m big facility. Tons of lava below. Finds a trail of blood. Graphics look nice, but nothing insane. Level design seems very linear.

Demons appear. Super quick movement. Shooting followed by tearing into demons and ripping out organs, all in one quick movement. Just slide forward and finish them, sometimes with a trip that leads into a thunderous slam. Enemies break apart like moldy bread. Literally tearing them in half sometimes. Almost God of War esque in that respect. Hyper violent. Very fast.

Need a hand to use a key scanner. Go rip the arm off a corpse and push it against the scanner. This is ridiculous.

Go upstairs. Surrounded by demons. Shotgun them, stun, and move in for the finish. Crushing heads, chunks flying everywhere.

Lots of walkways and rails. Demon gets shot and falls in half. Demons are pretty basic. Humanoid. Long-range spell attacks and up close clawing.

Finds beam assault rifle. Mowing everything down with it. Lots of explosions now. Leaping on top of crates and rails and slamming down on enemies.

Encounter hologram of someone saying they�ve �lost containment.� That�s an understatement.

Update 669: First demo ends with a demon ripping the player�s arms off and beating him to death with them. Seriously.

Second demo. Walk through quiet, less lava-filled warehouse area. Then demons. Player finds the chainsaw, which peels enemies in half like rotten banana peels. They get all floppy and everything. Ewwwwww.

There�s a radial menu you can pop up to switch weapons. It briefly slows down time.

Bigger demons show up in slightly more open room full of crates. Tough, mobile. Can climb stuff. They are mean, but they explode into sinew confetti like everything else.

Then a big fat demon. Super slow, but has multiple projectile attacks. Kill it by ripping out the pustule in its stomach and shoving it down its own mouth, causing it to explode into a pile of lard and entrails. Somewhere, the concept of pacifism weeps.

Open a door. Cyberdemon towers over player, roars. Then the demo ends.

The game looks� interesting. The emphasis on melee definitely changes the flow of combat, and double-jumping mixed with light parkour antics mean there�s a little verticality to the proceedings. Also it is insanely, ludicrously violent. I liked the part where the man who was beating everyone to death with their own arms got beat to death with his own arms. That�s basically fucking poetry.
 
TLDR. 
Sounds like RIP AND TEAR - The Game. Wonder how much of it was fake and scripted like that Doom3 "alpha footage" video, though. 
 
 
That game sounds neat. Did they show DOOM at all? 
 
I worry that they've now figured out that DOOM wasn't about the graphics, but they've now mistakenly wandered down another alley believing that what DOOM was about was the gore. 
The Fast-gameplay Comments Are Promising 
 
 
This seems to be more based on Brutal Doom than Doom. This isn't good. 
 
Revenants with jetpacks can be fun though. Also I don't believe for one second they'll be able to show hordes of enemies in 1080p with 60 fps, especially on consoles. 
Sure They Can, It's IdTech 666! 
The trailer with the cyberdemon gave me lots of hope but this coverage is crushing it. Willem speaks my mind. 
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