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QUANREAL and UQUAKE: Quakish Ideas From UNREAL

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  • golden_boy
    replied


    Quake 2's female player sounds just fine. Jump sound or not.

    Let me guess, you're American, male and about 14?

    Leave a comment:


  • Bloodshot
    replied
    Originally posted by golden_boy View Post
    Looks good. Remake Quake is going to have a female protagonist as well, along with the others. For episode 1.

    Please voice act girls!1!1!11
    Really? Are you gonna have the VA do a female version of the quake guy jump sound? that'd be interesting.

    Leave a comment:


  • golden_boy
    replied
    Looks good. Remake Quake is going to have a female protagonist as well, along with the others. For episode 1.

    Please voice act girls!1!1!11

    Leave a comment:


  • Phenom
    replied
    Originally posted by golden_boy View Post

    Female player.
    *PLUG*

    Speaking of female player, I've been working on one for a game I've been working on for a while. Check it out!

    I'm obv not finished with it, the hands need to be made and the legs need some tuning up and the head needs fine tuning then some minor adjustments then material. But It will be a fully painted & rigged for animation model very shortly!

    I'm good on the idea of female stars in games. Girls rock!

    Leave a comment:


  • golden_boy
    replied
    Just some ideas. If I wanted to make an Unreal-type level / mod for Quake...

    I'd use the following:

    Large outdoor landscapes with water and a temple or something in them.

    A crashed spaceship in the map.

    Lots of sound effects etc.

    Friendly monsters who help you if you save them.

    Some Unreal style weapon mods.

    Female player.

    Escaping from a prison or something.

    Some ways of telling a story, in which the player is somehow a part.

    Things like that.

    Leave a comment:


  • Bloodshot
    replied
    golden_boy is very right, borrowing concepts is a much better way to do things

    rather then copying the game itself.

    By borrowing several concepts from other games and using Quake's existing

    concepts in conjunction you can make for some quite interesting gameplay.


    My levels I am currently working on borrow

    concepts from more recent games to make it feel slightly different from the

    normal levels, but still quakey.

    Leave a comment:


  • golden_boy
    replied
    You know, it would be more intelligent to take some of the *concepts* behind Unreal and port them to Quake in the form of a mod.

    Instead of trying to be like Unreal.

    For example, in some ways, Tomb Raider has hugely influenced my work for Remake Quake, but it's not obvious. It is more behind the scenes stuff and ideas and gameplay.

    That's usually the best way to homage something, or bring something to another game.

    Leave a comment:

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