Den litt generelle spilltråden for trailere og mindre nyheter

Lodin

Der Waaaah
De må minst kastrere Hitler for at det skal ha no verdi! Å sette det tilbake til før vår tid trur jeg ikke vil glede brosene som kun kjøper siste laks hvert år.
Så da ere vel tilbake til Guitar Hero.
 

Lodin

Der Waaaah
Hva med å heller spørre om folk vil ha Amplitude på PC siden det ble kickstarta?
En av de mest scummy 'starterne siden Sony finansierer dritet.
 

Terje

mostly harmless
Det er på kanten ja, men enkelte startere eksisterer kun for å bevise overfor investorer at det er interesse for prosjektet. Gjelder Elite for eksempel, som har et mye større budsjett enn det startern dro inn. De trengte starter-suksessen for å få med investorene. Sannsynligvis samme forholdet Harmonix har med Sony om Amplitude.
 

Lodin

Der Waaaah
Men ja Sony. H1Z1 gjør det jo stort om dagene. Leverer tilogmed tilbake penger til folk etter at det viste seg å være no generisk P2W.
Oppi alt spytter såklart Smedley på brukermassen og kaller dem priveligerte.
 

Lodin

Der Waaaah
Her er noe som dukka opp på serverne til Famitsu og så ble fjerna. Capcom skal forøvrig annonsere no på torsdag. Vil ikke ha. :ras:

E: Oh shit, det er allerede lekka bilder.
Det er (eww) F2P med 4 player coop så kanskje de har ditcha pawns. Ser og ut til at de har resirkulert kartet fra orginalen. Kommer forøvrig til PC, PS3 og PS4. De lover at gameplayet skal være det samme som før så kanskje midden er kjølig. :ehm:


 
Sist redigert:

Thinaran

Den mannlige sexbomba
Medlem av ledelsen
Update: Dragon's Dogma kommer ikke ut utenfor Japan.

Anyway, gode nyheter! Sega hørte på kritikken fra Sonic Boom, det neste Sonic-spillet vil handle om å løpe fort!


Det er visst en endless runner til mobiltelefoner
 

Lodin

Der Waaaah
Kommer ikke utenfor Japan tror jeg ca. en halv meter på. Typisk piss fra utgivere fordi de skal ha full kontroll på all informasjon til enhver tid og siden de ikke er klare til å snakke om en vestlig utgave foretrekker de å juge.
Primæreksempelet vil vel være den gangen konkret info om GTAV til PC lekka, Rockstar nekta for at det fantes og så annonserte porten dagen etter. :ras:

Men Sega kan man i det minste fortsatt stole på. De har hørt på fansen og nå er ikke armene til Sonic blå lenger. ^^
 
Den forrige endless runneren Sonic hadde var et helt ok dass-spill, før freetoplay-mekanikkene ble for fremtredende. Det var drite-spillet mitt i noen uker.
 
Sist redigert:

Yetipants

Mein Gampf
Medlem av ledelsen
"Drite-spillet mitt i noen uker, 4/5" - Klaymen

Jeg nekter fortsatt å godta at Sonic noensinne har vært bra.
 

Lodin

Der Waaaah
Den derre dingsen Derek Smart har dilla med i over 20 år er nå gratis på Steam som Universal Combat CE. I mellomtiden driver han fortsatt å plugger løs på det siste mobilspillet sitt og en MMO, men det er jo jævlig fett av ham å legge ut dette til prisen av null. Smart har roa seg de siste åra og man kan faktisk nevne navnet hans tre ganger uten at han dukker opp, men han er fortsatt en pikk. Ikke uventet syns han Star Citizen (med god grunn) er no skit og Elite Dangerous kan dra til helvete. Det er spill for babbyer. Annet enn det virker han nå som en ganske chill doktor.
 

Yetipants

Mein Gampf
Medlem av ledelsen
Bare fordi fant jeg akkurat fram den første spillprogrammerings- og designboka jeg noensinne kjøpte, i det herrens år 1997. En anekdote i den boka er ment å illustrere problemet med å aldri si at nok er nok, og fortsette å køle inn alt mulig nytt ræl i spillet du mekker. Siden dette var (faktisk skremmende kort tid) før Duke Nukem Forever ble annonsert, brukte forfatteren historien under som eksempel. Jeg var for ung og clueless da jeg kjøpte boka, men skjønte etter hvert at det var snakk om Derek Smart og BattleCruiser 3000AD. Så:

Kitchen Sink Scope Follies
Not keeping very careful reign on your scope and play-mechanic issues can lead to real pain. The following story is true in all the particulars (and is famous and the butt of many jokes in the industry), but I am going to change the names involved to protect anonymity.

Six years ago, a very talented AI programmer we will call David Bright decided that games he saw on the shelves could really gain from well-used AI programming techniques. To this end he started coding a game we will call StarRunner 2100. A year later he was pretty much putting a wrap on the code but realized that his graphics programming ability wasn't up to his AI talents. The game had the AI elements he wanted, but the visual look wasn't anywhere near the industry standards of the time. So he contacted a graphics coder, got some graphics code, and started over with his engine from scratch to improve the game's visual look.

Another year passed and with the code in beta, David realized that there were some new things he could do to speed the game up. He tore it apart again to optimize his work. A year goes by and the game is again going into beta. David at this point realizes that there are a ton of cool features he can add to the game. Back to the drawing board.

The game company David was originally producing the game for has gone belly up during this time. David ends up mortgaging his house, getting personal loans from everyone he knows, and extending his credit to the limit in order to continue work on the game. A year goes by and David is back to beta, but there are just these little things that need some work. So the game starts getting torn down again.

Now David had some really impressive code in this game. He had reason to be proud. The level of detail involved with this game destroyed anything on the shelves by an order of magnitude. To give one brief example of the detail of the game, let's say you got into a space battle in your StarRunner and shot at another ship and missed. The game would figure out if there was anything in the path of your shot. Let's say there was an asteroid field and your shot had the power to knock an asteroid out of its orbital path. The game would then calculate the future path of the asteroid. So maybe a year later in game time the asteroid would ram a populated planet. The game would then determine exactly what on the planet was hit. If a factory region happened to be struck, the game would take the resultant economic effects into account. So totally across the galaxy by this time, and with no real memory of the battle that caused it, you would see the price of foo rise by a tenth of a percent because of one misplaced shot: Everythjing in the game was this fanatically detailed.

Another game company buys and drops the work. The guy at the company who signed the contract was fired immediately. David and his game already have a reputation in the industry of seeming like a good idea but being impossible in reality.

Finally the game came to rest with a young company with more money than smarts who purchased the contract on it without knowing the history. They now regret it. Scheduled to release almost a year ago as of this printing, it it questionable if it will release at all. Their beta testers will admit privately that the game is unplayable. There are six pages of keyboard command combinations that must be learned in order to try to play the game and according to people in the company no one but David can actually play the thing.

There are some other alternatively amusing or sad side notes to the as yet unfinished saga of StarRunner, but the key thing to get out of all this is set your design standards and stick to them. You will never release the perfect game. There are always more features you can add or better technology that might have come along since you started on your project, but this leads to an insane cycle of trying to create the perfect game of the type, an unattainable goal.
Gjett om 'n Derek har lært'a. Hint nei.

Uansett, jeg veit ikke sikkert at dette er Derek Smart og BattleCruiser 3000AD, men her er noe saksa fra sistnevntes wikipedia-artikkel:
Development
Derek Smart began his game development career in the late 1980s, with a vision of creating an all-encompassing space simulation game, featuring strategy elements along with space, planetary, air and ground combat.[2] Smart became a notable personality in the videogame world during the early 1990s, even before releasing his software debut. Smart became known to the then-nascent online gaming world through discussions taking place on Usenet about the game, his development efforts, and many other topics.

The game first appeared on the cover of Strategy Plus in 1992. Shortly afterwards, Three-Sixty Pacific obtained the rights. It held the rights for a year and went out of business shortly afterwards. 3000AD, Inc then signed the rights with Mission Studios. Mission Studios also signed distribution deal with Interplay Productions for its products. The game was showcased in 1994 winter and 1994 summer CES under the Interplay Affiliated label brand. However, due to financial constraints, an agreement was reached which allowed 3000AD, Inc. to seek a new publisher. Intracorp bid for the rights to publish the game; with a disagreement over source code release, the deal never progressed beyond a letter of intent. The game appeared in 1995 E3, then Intracorp went bankrupt shortly afterwards. Take-Two Interactive bought the publish right to the game from Mission Studios in 1995, and released v1.00 of the game,[3] with GameTek (UK) published the game in 1997.[2]

In Take-Two's SEC filings on February 10, 1997, the company stated that Battlecruiser 3000AD accounted for 14.2% of revenue for the fiscal year ending October 31, 1996.[3] The filing also stated that Take-Two "made advances in the aggregate amount of approximately $618,000" for the title.[3]
 

Yetipants

Mein Gampf
Medlem av ledelsen
...poste samme video som Lodde to innlegg over?
 

Lodin

Der Waaaah
Favoritten min er fortsatt den gangen han dreiv en beta av Universal Combat sin FPS-bit. Det endte såklart med at han regga seg på SA for hundrede gang og laga en egen tråd om at goons måtte slutte å drepe ham i spillet. Det gikk jo som det måtte.
 

Yetipants

Mein Gampf
Medlem av ledelsen