june gloom on 8/1/2014 at 00:12
Quote Posted by NuEffect
Expecting a new Dark Engine to be based on the originals code is a little unreasonable.
I don't get the obsession with the Dark Engine anyway. Expecting a new game to be based on it is madness -- it's simply not done with any other engine from 15 years ago. Even the Quake engine is only seeing use in two franchises, and its longevity is because John Carmack is the smartest man in the industry. It doesn't matter what engine is used as long as it looks good and is appropriate. Unreal tech would work fine.
SubJeff on 8/1/2014 at 00:55
It's what you get with very devoted fans I think.
Renault on 8/1/2014 at 01:49
Engines do have a certain feel though. Even though the setting and mechanics are very similar to identical, the feel between the Doom 3 engine in TDM is extremely different from playing Thief in the Dark Engine.
Pyrian on 8/1/2014 at 05:50
Quote Posted by Brethren
Programming methods and procedures have changed drastically in the past decade, I would imagine.
It seems to me that programming doesn't change so much as fork. There's always new stuff, and there's always people using the old stuff for various reasons.
june gloom on 8/1/2014 at 06:22
Quote Posted by Brethren
Engines do have a certain feel though. Even though the setting and mechanics are very similar to identical, the feel between the Doom 3 engine in TDM is extremely different from playing Thief in the Dark Engine.
This is true. That being said, I feel like a proper implementation of the Unreal engine could work fine. Games made with Unreal tech are diverse enough that they don't all feel the same, which tells me that it's entirely possible to successfully mimic the feel of Dark. Dishonored certainly managed to nail a Source engine feel, after all. Well, Source engine before the Orange Box came out, anyway.
Renault on 9/1/2014 at 06:20
Touched on this in the official forums, but someone over there just linekd to a (
http://www.gamezone.com/previews/2013/10/14/nycc-2013-preview-thief-isn-t-dishonored-it-s-thief) preview that I either hadn't read previously or read through too fast, because this little gem really stuck out:
Quote:
Garrett can also navigate the environment in a free-running Assassin's Creed-esque style by pulling on the left trigger (I played on a 360 controller). This was a fun, smooth, and immediately intuitive way to get around, even in first-person, but it did have its issues.
First off, I have no idea what he means by that? What, left trigger to run? Or is it activating some type of exploration mode? I've never played Assassin's Creed, but it really sounds weird the way it's phrased.
And then:
Quote:
In the demo, I hit one too many moments where I was sure Garrett could make a jump, so I ran for it and he simply dashed off the edge to his death. Since the demo area was a non-final version of the game, hopefully navigation quirks will be ironed out.
Wow, I'd call that way more than a quirk! So contextual jumping...wasn't working..at all. Garrett was supposed to jump in a certain, programmer-defined spot, and instead, he just didn't...and died. I can see this contextual jumping thing is going to be a real treat. And this preview came out in October! Granted, that still leaves time to fix it, but that's a pretty recent build. I would think they'd have basic shit like movement refined a little better than that at this point.
It just seems like it would be so much easier if they let the player decide where they want to jump - why does it have to be so complicated?
SubJeff on 9/1/2014 at 08:52
Indeed. This contextual business has the potential to completely wreck the gameplay.
Splashcups on 9/1/2014 at 08:57
The normal mounting of a ledge seems to be gone entirely, which was awesome in the way that some situation really presented a challenge when jping rooftops. The timing and perspective had to be just right. And ofcourse, rope arrows should be able to stick into anything made from wood or its just a gimmick.
Splashcups on 9/1/2014 at 09:22
On a sidenote, I'm really glad to hear that you can toggleGarrett's internal dialogue. I was watching the Thief - #EGX 2013 video and the Q & A someone asked if it could be turned off. The developer just replied "why?" haha. Ughh, thay voice, ever noticed how in every trailer he sounds like he's on a deoderant commercial. Makes me cringe. No wonder they haven't released the actor's name haha. Whole thing is a joke. Its been said a million times before, but I needed to atleast say it once aswell.
Splashcups on 9/1/2014 at 09:46
I've never played Assassin's Creed either, 'cause it just looks like a hyped up piece of s*%t. Though, i'd much rather they'd try implementing the type of free running presented in Mirror's Edge than this. Ofcourse, games that actually do things properly get totally ignored when it comes to inspiration. I was really hoping to see Dishonered as being a mix of that style of running/clmbing with the combat style of Dark Messiah. A perfect mix of player freedom. The only thing left to fill in the gaps would be good level design. Surprisingly, because its not a combat orientated game, thw original Thiefs had the best melee combat system with a sword until Dark Messiah.came along. Skyrim couldn't even get that right. In Thief you could block, swing the direction you want, and do heavy hits. This type of player freedom should be obvious that its the most impressive and enjoyable way to go. As you said, why can't we just jump? Why does it have to.be so complicated?