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Urre

Joined: 05 Nov 2004 Posts: 1073 Location: Sweden
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Posted: Fri Mar 27, 2009 10:56 pm Post subject: Achron |
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This means I can no longer make games, nothing can beat this, atleast conceptually.
I'm... stumped. I'm going to have nightmares about this for a long time.
Amazing. _________________ Look out for Twigboy |
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MauveBib

Joined: 04 Nov 2004 Posts: 602
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Posted: Sat Mar 28, 2009 12:25 am Post subject: |
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My brain hurts just thinking about it. _________________ Apathy Now! |
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Error Inside3D Staff

Joined: 05 Nov 2004 Posts: 558 Location: VA, USA
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xaGe

Joined: 01 Mar 2006 Posts: 329 Location: Upstate, New York
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Posted: Sun Mar 29, 2009 4:16 am Post subject: |
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Sounds like a LOT of brain work and not much fun... I don't want to have to think that much in a game. lol |
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MeTcHsteekle
Joined: 15 May 2008 Posts: 397 Location: its a secret
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Posted: Sun Mar 29, 2009 4:48 am Post subject: |
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makes me think of : http://www.youtube.com/watch?v=x8w95xIdH4o
//in the case you cant use youtube, the main idea is.."oh no, I've gone cross eyed" _________________ bah |
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xaGe

Joined: 01 Mar 2006 Posts: 329 Location: Upstate, New York
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Posted: Sun Mar 29, 2009 12:42 pm Post subject: |
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That is so spot on! lol
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IHateThisMap
Joined: 18 Mar 2009 Posts: 14 Location: Quake, ID, B-Movies, Comic
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Posted: Sun Mar 29, 2009 5:21 pm Post subject: |
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I was thinking this would work well in Quake. You could fast-forward shoot one guy then rewind and shoot another standing side by side yourself. To fast-forward you would just make a bot that would pick up the game and play for you super fast, then when you stop pressing the FF button you would take over.
There would also be a pause button and a slow-forward and slow rewind like on a VCR.
Would also like to see it in Coop and DM. You would have to make the time travel local to one arena so not to slow down the whole game but just one spot, like a time travel bubble. |
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r00k
Joined: 13 Nov 2004 Posts: 483
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Posted: Sun Mar 29, 2009 7:22 pm Post subject: |
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Yeah! Not that RTS games weren't tedious and confusing enough! Now you get to juggle instances of your efforts. If we can just implement this into QuakeC we will never have an infinite loop error again!  |
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MauveBib

Joined: 04 Nov 2004 Posts: 602
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Posted: Sun Mar 29, 2009 7:31 pm Post subject: |
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Fast forward and slow mo are easy to do in quake/qc. Going back in time is practically impossible. _________________ Apathy Now! |
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Urre

Joined: 05 Nov 2004 Posts: 1073 Location: Sweden
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Posted: Mon Mar 30, 2009 6:50 am Post subject: |
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I know lots of people who can handle massive armies in intricate detail, and this would be just the kind of thing to tickle their RTS-brain again. I don't consider myself one of them, I get easily confused by RTS's, but I don't find this (awesome) concept more confusing, just interesting.
If you scroll down a bit on the site, and read one of the news posts called The Strategies, that's the kind of thing that makes me want to play the game, a lot.
Also xaGe, I find the fact that you don't want to "think that much" when playing a game almost insulting, 'cause that means you waste time when you play games. I generally stop playing if a game isn't challenging and inspiring. A game should be like reading a great book which results in you thinking about it when you're finished, or like when you're listening to a piece of good music which works as an outlet to feelings you didn't know you had. Yes, this means most games fail. You should feel like you've gained something, not like you've successfully made it through several hours without feeling bored.
World of Goo made me a better person. _________________ Look out for Twigboy |
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leileilol

Joined: 15 Oct 2004 Posts: 1321
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Posted: Mon Mar 30, 2009 7:04 am Post subject: |
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MauveBib wrote: | Going back in time is practically impossible. |
A MVD-like demo cache growing on the server-side would help 'rewind' the game. |
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IHateThisMap
Joined: 18 Mar 2009 Posts: 14 Location: Quake, ID, B-Movies, Comic
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Posted: Tue Mar 31, 2009 2:04 pm Post subject: |
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Quote: | Fast forward and slow mos are easy to do in quake/qc. Going back in time is practically impossible. |
Actually going back in time happens all the time in Quake, It’s called quick save. Never thought it would be but thought, but I think it’s is about time for a cool new stand alone DP game anyway. I have this ideal about totally abstract levels built for speed running but I can't be the one to code it up due to my lack of skillz.
Quote: | World of Goo made me a better person. |
Line stole form Penny Arcade, but it’s true. |
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xaGe

Joined: 01 Mar 2006 Posts: 329 Location: Upstate, New York
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Posted: Wed Apr 01, 2009 3:33 am Post subject: |
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..Not sure why the fact that I don't have any interest in that game whatsoever insults you. A little strange... I generally agree with your thoughts on games, but that game looks very boring & no fun for me in the slightest. A micro managers wet dream which I will say NO thank you to. Maybe I should of said thinking is to much like WORK in a game I find no fun. I don't, won't play those games obviously...
..How much thinking is in Quake really? Doom? Very little to me, but then again I'm having so much fun playing I don't realize I'm thinking when playing a good satisfying game. I do enjoy trigger finger games that don't require much thinking along with my rpg's, but does that make me feel unchallenged or uninspired? No, not really...
..Here are a few of the great works I've either re-read in their entirety or at least went back to review some favorite chapters in the last few months...
TES: ARENA,
TES: DAGGERFALL,
TES: BATTLESPIRE,
Fire Fight,
GoldenEye 007
Ghost Recon
Rune,
Crusader: NoRegret,
Duke3D,
Rogue Spear
Hexen: Beyond Heretic
Starcraft...
..Most of them you need to think a little, some a LOT, but I enjoy them so much its not like work, because there not boring to me. I always find myself coming back to these sooner or later along with many others since there release...
Urre wrote: | Also xaGe, I find the fact that you don't want to "think that much" when playing a game almost insulting, 'cause that means you waste time when you play games. I generally stop playing if a game isn't challenging and inspiring. A game should be like reading a great book which results in you thinking about it when you're finished, or like when you're listening to a piece of good music which works as an outlet to feelings you didn't know you had. Yes, this means most games fail. You should feel like you've gained something, not like you've successfully made it through several hours without feeling bored. |
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Urre

Joined: 05 Nov 2004 Posts: 1073 Location: Sweden
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Posted: Fri Apr 03, 2009 6:04 pm Post subject: |
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IHateThisMap wrote: | Line stole form Penny Arcade, but it’s true. |
Truth can't be stolen, but I actually took it from RPS. Who ofcourse most certainly borrowed it from PA, with minor modification. If I recall correctly, whoever was blogging about it on RPS said it almost made them a better person.
xaGe:
Does work really need to be a bad thing? Since the end of last week, thursday or somesuch, I've been involved in the upstart of a new contract with managing a goods-department. We've been so swamped with work and learning new things that I've burnt myself out every day, working late and eventually crashing, if I'm lucky, in bed or on the sofa when I get home, unless I have to take care of the kid that evening. Yet, without going too much into detail, in the end I've never felt this refreshed in my life, because of the challenge involved.
Considering games though, anyone who knows me also knows my game design philosophy is basicly the same as Popcap's, but that doesn't stop me from wanting to play the really obscure games every once in a while. _________________ Look out for Twigboy |
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