Author Topic: RMQ Demo 3  (Read 1260 times)

Inkub0

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Re: RMQ Demo 3
« Reply #45 on: January 13, 2012, 11:46:05 AM »
very nice, i'm doing something by myself, but i'll consider this too =)

Spiney

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Re: RMQ Demo 3
« Reply #46 on: January 19, 2012, 05:17:30 PM »
Hmm, I just read through the thread at func_msgboard.
Was a bit surprised with some of the critique, I guess the name is a bit unfortunate at this point.
But I think this unorthodoxy and experimentation should be one of RMQs strong points, it is a re-imagining afterall.
I guess after 15 years every first hour Quake player has formed his own idea of what Quake should be,
and frankly I know little games that are so enigmatic and fuzzy around the edges as Quake -- that's what makes it so fascinating to me.
( I also consider grunts calling you noob etc. to be awesome -- you should put a Peej soda machine in a base map, and watch the riot haha )

I also read gb's blog with the new platforming parts, also read about walljumping.
Is it going to be UT style walldodging, or something among the lines of climbing up by jumping to either side in a shaft.

Also regarding the remakequake name, one could consider a pseudonym or anagram that sounds like something otherworldly -- remaqu, rmakq, qremak...
So it could mean the same thing, but be much more implicit, just an idea.

mh

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Re: RMQ Demo 3
« Reply #47 on: January 19, 2012, 05:51:14 PM »
The name is what it is: we can take that one on the nose.  :)

(I like the sound of "Requiem Mortem in Quietus" though, but I wouldn't seriously suggest it - the current name also serves as a nice two fingers to those who indulge in unconstructive criticism, behave like a private-members-mutual-appreciation-society, or just want to hate.  It's a fast and convenient way of identifying people like that! (Half joking...))

Much of the unconstructive criticism comes from a relatively small handful of key sources, and - crucially - most of those who have actually released stuff are either supportive or neutral (or avoiding the topic).  The opinion of someone like Necros or Tronyn means a billion times more in the broader scheme of things than that of some armchair keyboard warrior (the opinion of someone who's actually played it and wants to contribute feedback that can help make the next one better - rather than bitch and moan - matters most, of course).  This is broadly the same old story as last time out, and I think we could release an identi-clone of e2m7 right now and still draw fire for it.  Oh well, got productive things to do instead.
« Last Edit: January 19, 2012, 07:12:23 PM by mh »
It would take an eternity to reach the earth and even when you reached the destination, you wouldn't actually hit the ground. You'd be going so fast you'd just go through and out the other side.

gb_remake

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Re: RMQ Demo 3
« Reply #48 on: January 19, 2012, 05:58:02 PM »
The anagram idea isn't bad actually. We discussed this internally, but so far nobody sees an imminent need to change the name / nobody had a better idea. It's not been shot down but there isn't a huge movement to change the name either.

Walljump; this is actually more like Quake 2's double jump, you know you basically jump towards a wall and jump again.

You can only jump once while in the air, ie only one additional "hop". Warsow is another comparison although movement in RMQ is generally less crazy than that. It is pretty hard to walljump higher than 256 units right now, at least I haven't managed to do that. It also has to be said that much the same can be achieved by other methods already in the game (lure an ogre or enforcer to where you want to jump, wait for a grenade and use that, for example).

This can be combined with Quake's physics / air control to sort of circle jump into the wall, then circle jump away from the wall to get some more reach. The height (and/or horizontal distance) you can get strongly depends on how good the player is - a veteran DM player or speedrunner will be able to walljump better than someone like me. :-)

Walljump is still being tweaked and tested, and it's possible that like other things, the effectiveness of walljump will be episode dependant (ie dependant on the player character's physis and weight, which might very obviously differ between e.g. an Enforcer in full gear and some other character). Walljump can also be disabled on certain surfaces.

Surfaces where you are encouraged to use walljump, or where walljump is impossible, should eventually be somewhat recognizable in the game. See the striped wall in the platform room. Same as with grapple points, these also usually look much the same as each other so there's no confusion where you can grapple. However walljump defaults to "always on" at the moment, although checking and fixing is still required to not allow too extreme shortcuts (ie walljumping straight to the exit, for example). Luckily all our maps are still in a development phase where they can adapt to stuff like this. There are little tricks such as overhangs, sloped walls, waterfalls (no walljumping out of water) etc. to limit walljumps.

As for the monster taunt sounds, it was actually the intention to make these somewhat rare (not quite an easter egg, but something you wouldn't hear very often - I mean how often do you get killed by an enforcer in this game? There are only a handful of base maps, anyway). I might make them rarer than they are now, perhaps. But this issue was indeed blown out of proportion.

As for being unorthodox and experimenting, the team overwhelmingly is in favour of that, no worries. Yes, there absolutely will be soda boxes and a lot more stuff that wasn't in original Quake.  I don't think Quake had jeeps or helicopters ;)

I'll have to kill Borov AGAIN.

ijed

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Re: RMQ Demo 3
« Reply #49 on: January 19, 2012, 08:01:15 PM »
I like that third lava - will get that on the list of to do for ep3 as a whole, I think.  Could you do a lavafall version as well?

The name.  I think its a stupid thing to find fault with.  There's so much to legitimately complain about in an unfinished project, that at least some are trolling.  The rest Gnoming.

An anagram would be pretty clever, but like I said to Gb recently - I like the idea that there will be detractors who'll focus on the name.  It's misdirection I spose.

And there's no way I'd change the name to appease that menagerie of fairytale fuckwits.

Spiney

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Re: RMQ Demo 3
« Reply #50 on: February 08, 2012, 08:03:16 AM »
Tried to make an explosion sprite from some (open) source footage (forgot the source atm, i'll quote it later), it's more fireball-like then a rocket explosion.
It was just to try out the process of creation, I packed it into a 512*1024 atlas, the two last frames are blank. Maybe it's useful to RMQ  -- deathknight projectiles?



I'll also do some lava-fall textures later on.

ijed

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Re: RMQ Demo 3
« Reply #51 on: February 08, 2012, 09:27:59 AM »
There's other magic as well, though we need to figure out a more comprehensive list of spells.  Particles are fine but I can imagine floor-drawn pentagrams, weird glows and lights etc. filling out the effects for the Vores and Wizard boss.

After I'm finished monkeying around with the Zombies I'll be moving on tothe Knights.  The Knights will definitely need some new vfx - not sure what just yet though.

After those I'll be onto the HyperEnforcer - and the shielded variant.  These have been waiting longer than the knights, but are a smaller task.

I'll do some thinking and get the relevant sections of the forum - Knights and Enforcer, fixed up with more detailed descriptions.

Oh, and can't see the image - why not upload it to the server?
« Last Edit: February 08, 2012, 09:29:36 AM by ijed »

gb_remake

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Re: RMQ Demo 3
« Reply #52 on: February 08, 2012, 09:31:33 AM »
The fireball is a bit too realistic-looking imo, it would work in some modern game but RMQ is comicky, not photorealistic, hence photorealistic explosions don't really fit.
I'll have to kill Borov AGAIN.

gb_remake

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Re: RMQ Demo 3
« Reply #53 on: February 10, 2012, 09:26:38 AM »
http://www.rockpapershotgun.com/2012/02/10/valve-drops-mad-beats-on-tf2-adds-a-boombox/



Quote
They’ve released a paid for (£6.99! – too rich for my roots) community item called the “Boston Boom-Bringer“. Whenever the Scout taunts, it’ll play one of four phat beats.

Let's strap one of those to the RMQ Enforcer.
« Last Edit: February 10, 2012, 09:29:25 AM by gb_remake »
I'll have to kill Borov AGAIN.