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/vr/ - Retro Games

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>> No.8681395 [View]
File: 1.25 MB, 1111x970, sandy petersen reviews ken's labyrinth.png [View same] [iqdb] [saucenao] [google]
8681395

>>8681286
i haven't watched any of sandy's recent videos but i know he's already made it obvious that he doesn't look back at his id days terribly fondly and has had other things to worry about for decades now, it's cool if he doesn't want to but part of me's always kinda wondered if a modern sandy map would even be remotely as cheeky and sinister and experimental as his older stuff. thank god there are slightly more people doing sandy style maps for both doom and quake these days though, i'll take what i can fucking get at this point
>>8681301
>3d realms
lol holy shit saber/embracer bought them out? i wasn't particularly confident in nu-3d realms to begin with but christ what a waste, i can't name a single thing that saber's managed to touch without somehow managing to fuck it up royally. is wrath even close to being finished yet?
>>8681327
it's ok tom, i harbor several petty long lasting autistic grudges too :DDD

>> No.7500101 [View]
File: 1.25 MB, 1111x970, Sandy Petersen's review of Ken's Labyrinth Nov93.png [View same] [iqdb] [saucenao] [google]
7500101

>Ken's Labyrinth? More like Ken's Colon Clense, does it even have Lovecraftian lore?

>> No.7498282 [DELETED]  [View]
File: 1.25 MB, 1111x970, Sandy Petersen's review of Ken's Labyrinth Nov93.png [View same] [iqdb] [saucenao] [google]
7498282

>>7498265
Indeed.

Unrelated but written by Sandy so posting

>> No.7428873 [View]
File: 1.25 MB, 1111x970, Sandy Petersen's review of Ken's Labyrinth Nov93.png [View same] [iqdb] [saucenao] [google]
7428873

>>7428762
Kens Labyrinth fucking SUCKS according to Doom dev Sandy Petersens review in Dungeon Magazine and Ken's Labyrinth came out AFTER Wolfenstein 3D. Ken's Labyrinth was possible because of Wolfenstein 3D, not the other way around

>> No.7428771 [DELETED]  [View]
File: 1.25 MB, 1111x970, Sandy Petersen Kens Labyrinth review.png [View same] [iqdb] [saucenao] [google]
7428771

>>7428769
>We've had a resource and memory manager in Blood since last year, and it's been working well and is very solid code at this point in time. To get it working back in December though, I had to completely replace parts of the engine, no thanks to Ken. A well designed system would have been built on the ground up from a good memory manager, or at the very least with hooks laid in so it could be developed later. To get our virtual memory system to work with Ken's engine, I had to spend weeks reverse engineering Ken's code, documenting variables, prototyping functions -- all things that Ken himself should have done or provided.

>Now in June, he hacks in his "group file" system, and says we have to use it. In one sense he's right -- he's hard coded the thing into his engine, and it's broken Blood unless I can figure out which parts of the engine I need to replace. By the time we're done with Blood, we probably won't have any of Ken's engine left... Perhaps you'll want to reconsider the royalties that you are paying him.

>A few months ago, Ken made a change to the engine that allowed each tile to have its own origin -- a reference point by which it could be positioned. This change was a good one, but there were some problems with the implementation. When the bit was turned on to enable sprites to be centered on their origin, animations bounced, and sprites appeared at the wrong position.

>It turns out the solution was one of procedure -- by setting the origin at the base for sprites that are supposed to be on the floor, everything appears correctly. Unfortunately, setting the origin for several thousand tiles using Ken's EDITART tool was just a bit too cumbersome for us, so I spent a few days developing a tool that would allow simple tweaking of the tile origins, among other things. This tool is integrated with our new sequence editor, which will be used to create and edit all the actor animations (walking, attack, death, etc.)

>> No.7421017 [View]
File: 1.25 MB, 1111x970, Sandy Petersen Kens Labyrinth review.png [View same] [iqdb] [saucenao] [google]
7421017

>>7421001
Ken's Labyrinth is retro and is shit, see my review.

>> No.7415324 [View]
File: 1.25 MB, 1111x970, Sandy Petersen Kens Labyrinth review.png [View same] [iqdb] [saucenao] [google]
7415324

>>7413726
Sandy is fucking based. He also shit on Ken's Labyrinth (Ken Silverman's game, the creator of the Build Engine that powers Duke/Blood/Shadow Warrior etc) in a review in Dungeon magazine.

>>7414191
Sandy created the Call of Cthulu tabletop RPG in 1981, how the fuck does that make someone a zoomer? It arguably did popularize Lovecraft to a wider audience and so did Sandy's inclusion of Lovecraftian lore in Quake.

>> No.7394416 [View]
File: 1.25 MB, 1111x970, Sandy Petersen's review of Ken's Labyrinth Nov93.png [View same] [iqdb] [saucenao] [google]
7394416

>>7392048
Sandy Petersen (Creator of the Call of Cthulu tabletop RPG and one of the developers of Doom, Doom 2 and Quake) did video game reviews for Dungeon Magazine. Here is his review of Ken's Labyrinth - he is pretty harsh despite it being made by a 17 year old kid and his brother - that 17 year old kid was Ken Silverman, who went on to develop the Build Engine used for games like Duke Nukem 3D, Blood and Shadow Warrior, and this was his first game. Considering that I think Ken's Labyrinth is damn impressive but Sandy just completely shits on it.

>> No.7384005 [View]
File: 1.25 MB, 1111x970, Sandy Petersen's review of Ken's Labyrinth Nov93.png [View same] [iqdb] [saucenao] [google]
7384005

>>7384000
>We've had a resource and memory manager in Blood since last year, and it's been working well and is very solid code at this point in time. To get it working back in December though, I had to completely replace parts of the engine, no thanks to Ken. A well designed system would have been built on the ground up from a good memory manager, or at the very least with hooks laid in so it could be developed later. To get our virtual memory system to work with Ken's engine, I had to spend weeks reverse engineering Ken's code, documenting variables, prototyping functions -- all things that Ken himself should have done or provided.

>Now in June, he hacks in his "group file" system, and says we have to use it. In one sense he's right -- he's hard coded the thing into his engine, and it's broken Blood unless I can figure out which parts of the engine I need to replace. By the time we're done with Blood, we probably won't have any of Ken's engine left... Perhaps you'll want to reconsider the royalties that you are paying him.

>A few months ago, Ken made a change to the engine that allowed each tile to have its own origin -- a reference point by which it could be positioned. This change was a good one, but there were some problems with the implementation. When the bit was turned on to enable sprites to be centered on their origin, animations bounced, and sprites appeared at the wrong position.

>It turns out the solution was one of procedure -- by setting the origin at the base for sprites that are supposed to be on the floor, everything appears correctly. Unfortunately, setting the origin for several thousand tiles using Ken's EDITART tool was just a bit too cumbersome for us, so I spent a few days developing a tool that would allow simple tweaking of the tile origins, among other things. This tool is integrated with our new sequence editor, which will be used to create and edit all the actor animations (walking, attack, death, etc.)

>> No.7382987 [View]
File: 1.25 MB, 1111x970, Sandy Petersen's review of Ken's Labyrinth Nov93.png [View same] [iqdb] [saucenao] [google]
7382987

>>7371118
>Ken Silverman's Build Engine. Dude was like 19 at the time. Genius.
Yeah well Sandy Petersen of Doom and Quake fame completely shit on Ken's Labyrinth, Ken's first FPS (it was originally called Walken)

>> No.7369881 [View]
File: 1.25 MB, 1111x970, Sandy Petersen Kens Labyrinth review.png [View same] [iqdb] [saucenao] [google]
7369881

>>7369873
Yes, Sandy came up with the health values, names, all the attributes. He was a veteran RPG guy and so they just let him do all that. He also named all the levels and chose their order.

Pic unrelated but written by Sandy

>> No.7348620 [View]
File: 1.25 MB, 1111x970, Sandy Petersen's review of Ken's Labyrinth Nov93.png [View same] [iqdb] [saucenao] [google]
7348620

>GARISHLY IRRITATING

>> No.7277807 [View]
File: 1.25 MB, 1111x970, 1609796331461.png [View same] [iqdb] [saucenao] [google]
7277807

Ken's Labyrinth is better than Wolf 3D.

>> No.7261703 [View]
File: 1.25 MB, 1111x970, Sandy Petersen Kens Labyrinth review.png [View same] [iqdb] [saucenao] [google]
7261703

So I just beat the first episode of Ken's Labyrinth. Man, it's a bizarre experience, especially Ken's voice making comments about things you do.

So far I am undecided. Apparently Sandy Petersen didn't like it. Do you guys agree with his assessment?

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