Originally posted by Baker
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proquake *optional* replacement textures support
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Originally posted by syluxman2803 View Poststill aiming for a December release of engine x?Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.
So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...
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in addition to "optional" textures, i think all key areas should be optional/pluggable -- for instance, i saw 5.1 sound in fteqw ... worked great with my 5.1 setup. anyway, ideally, the engines should able to give the user a feel of the original game with optional enhancements for sound, gfx, input (raw vs orig), etc.
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Originally posted by killingtime187 View Postin addition to "optional" textures, i think all key areas should be optional/pluggable
I just happen to think the Quake engines in general will continue to evolve.
And I swear that 3-4 years ago, I honestly wouldn't have thought that would be the case. Especially the then extremely important Quakesrc.org site died, which was all about engine coding, I thought Quake engine coding was going to die ... especially when aguirRe (who did a once popular and important single player engine) switched from Quake 1 to interest in ... I think it was Quake 2 ...
But the Quake 1 community always seems to surprise.
That in itself is something somewhat fascinating.Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.
So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...
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interesting info baker. i can tell you that all the guys i play with (myself included) have high end pc's and all the latest games, but still come back to quake -- the standard by which all others are measured the "feel" and pace of this engine has never been replicated by any other that just makes for addictive sheer fun gameplay. (others tend to shoot for hyper-realistic gfx and movement that gets boring after a short while.)
there are essentially two types of gamers - those that like fast paced action that tests your reflexes and where practice makes perfect, and those that prefer sit and snipe action or something more docile/slow paced. for instance, i showed a friend of mine -- hardcore black ops player -- a match i was playing and his head was spinning from the pace of the game quake is for those type of players that first made it famous and there is *always* a current generation of players like this sort of gameplay.
anyway, i hope the momentum continues into 2013 and beyond.
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Originally posted by killingtime187 View Postanyway, i hope the momentum continues into 2013 and beyond.Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.
So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...
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actually, if we want to make quake appealing to the current generation of fast action players, we'll need to bring the gfx and sound out of the dark ages because even their little nintendo ds probably looks better. check out this article -- Fast paced FPS genre dead? Not so fast! Confessions of a serial game designer. and this -- Fast paced FPS games [Archive] - Steam Users' Forums, both 2012 write ups, this one starts off with:
"What happened? These games actually required skill and were fun."
"Controllers can't handle twitch gaming all that well, thus those fast games were replaced by slower-paced, auto-aim friendly shooters."
i was never a controller player, so didn't know they suck compared to the mouse + kb for fast action.
anyway, i think what truly separates quake from the others like alien arena is the match-based team play vs ffa ? i don't know as i've never tried aa, but the key thing for me is the match and supporting a team to victory -- essentially the same thing that are in most fps games (slow or fast), but those of us here just prefer things a bit faster and not restarting the level after a 2 min round ... but instead keeping the game going.
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yeah if you want new players you have to cater to them. few modern gamers want the classic quake look. with all of the modern texture, models, sounds, etc, a modern looking, yet faithful quake could be put together that satisfies both new school and old school players. if the classic players want classic, include a "classic mode" or something similar.
i'm not knocking one look or another, all i'm saying is if you are trying to sell quake to a modern crowd, you have to cater to their expectations, and sadly old school graphics aren't high on that list. remember, there are many fps's that bring modern, fast paced action. the same can be done for quake if touch ups are done in the right way.
examples:
Xonotic
Urban Terror
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