icemann on 3/8/2007 at 13:39
Or make the remake mentioning nothing of it before its released. Cant cease and desist something thats already been released :p. Think outside the square young padawan.
Wouldnt be 10,000 Mario Bros remakes out there otherwise.
ZylonBane on 3/8/2007 at 14:42
Quote Posted by Schattentänzer
I don't see why some dedicated people shouldn't pick up The DarkMod once it's done, and use it as a base for a Shock inspired toolkit or game.
Because it would be near-useless for that purpose?
Please don't tell me I'm going to have to explain why.
driver on 3/8/2007 at 14:50
Quote Posted by ZylonBane
Fine. I'll bow out of this thread
This is good. You should do this more often and sooner.
And
stick to it.
ZylonBane on 3/8/2007 at 15:14
Awww look, I attracted a little baby troll. That's so CUTE!
driver on 3/8/2007 at 15:55
Ah, predictable as always...
'Quick, if I call him a troll first, he can't call me a troll back'.
If you say you're going to leave a thread, please don't act like Sypha and his many leavings and come back 5 minutes later. It's very boring.
You've already given your opinion stating this is a waste of time, so I'm not entirely sure why you feel the need to repeat yourself, thereby wasting your time.
kodan50 on 3/8/2007 at 15:59
Well, it IS his time, and he should be allowed to waste is as he pleases :P
Topic on hand thou, we were discussing remakes projects?
If I could code, I would just pick up TSSHP, honestly, they just need a few more things and that project would be kicking and working, AI and such. Seriously, rather than working on another remake with another engine, just use that one, and finish it off. Suggestions, anyone?
Schattentänzer on 3/8/2007 at 17:50
Quote Posted by ZylonBane
Because it would be near-useless for that purpose?
Please don't tell me I'm going to have to explain why.
I didn't mention "remake", "Shock 1" or even "Shock 2", for a reason. However, I could well see how it could form the basis of a game in the spirit of the originals. The modifications made to the D3 engine for TDM in terms of game-play should make for a solid enough platform to build on, while the assets, of course, won't. Surely I don't have to explain the basis of that assumption to
you.
ZylonBane on 3/8/2007 at 18:12
Sigh. I guess I do have to explain it. The overwhelming majority of work being done on TDM falls into two major categories--
Creating Thiefy assets (objects, sounds, AI, textures, etc).
Modifying the engine to support Thiefy gameplay (mantling, sneaking, AI, rope arrows, etc).
Neither of these things are core to Shock-style gameplay. Vanilla Doom 3 actually supports the core run-and-gun stuff already. The big developmental effort would be reproducing all the psi powers, the RPG stat effects, and the entire cyber interface. TDM would be little help for any of this.
Schattentänzer on 3/8/2007 at 21:35
Quote Posted by ZylonBane
Neither of these things are core to Shock-style gameplay.
I guess you are underestimating the workload as well as the impact of underlying systems- sound propagation, AI, light/shadow awareness, inventory, the stim/recep system etc. are terribly difficult to implement, and play a major role in the gameplay. For me at least, but I'm almost sure you'd miss them, too.
Stats are actually pretty easy to implement (tweaking is another matter) from what I've seen of the code, and PSI powers boil down to stat enhancements, object spawns and teleports. Well, I
am simplifying things a bit, but let me put it this way:
Because Shock 2 inherits the Thief features, it seems a lot more rational to me to base a Shock-ish game on something with the basics already implemented rather than some vanilla engine without them.