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>> No.9145998 [View]
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9145998

>>9145984
This reminds me of the time he compared weird lighting on a wall irl to those splotchy green and redish colors you'd see on shadows in really old games

>> No.7334467 [View]
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7334467

>>7333784
I feel more like it more or less has a similar approach to bhop physics to that of Quake 1's, but it's more simplified because all you need to do is hold the forward key and look left or right as you jump cus the mouse is the only thing that determines your air control as opposed to also using the strafe keys. I think it's the same with any movement key, which is where I can see your arcade stick analogy, but it's more efficient to do it with the forward key. That, and I'm pretty sure you hit the speed cap right as soon as you start jumping and AFIAK there's no way to go beyond it. I remember in the HD remake Hell and Damnation it had a default binding to immediately switch to the rocket launcher/minigun weapon and fire a rocket for rocket jumping, but I think that'd only be viable for accessing certain platforms rather than also for a speed boost cus like I said, you pretty much hit max speed after one normal jump. That and I don't remember any points in the game, be it the original or HD version, where you "needed" to rocket jump to get to a platform cus the levels were built more like flat planes with ramps and bridges to higher levels (not literally of course, but more so that most of the verticality of a given level, if it had any, could only be accessed via angled geometry). Same could be said about the secrets, too. That being said, it's been a while since I played Painkiller, so I may have gotten most of this wrong, that and my wording might be a little autistic at the moment. I am absolutely positive about the bhop physics, however.

>> No.6474823 [View]
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6474823

>>6472997
>It starts with generic "oh noes teh aliens!"
That's actually a cool way to start. You do run the risk of giving the impression that it's just gonna be "teh aliens" by having that right off the bat, but if done right you can really fuck with the expectations of the player by building off of that and making some deep shit that makes them think "oh shit it's not just 'teh aliums' any more," which I'd assume Marathon does anyway. I always thought the idea of taking generic tropes in fiction and building a world and making actual lore around that was a neat idea, kind of like The Venture Bros. how it started as a parody of the boy adventurer cartoon trope, and eventually started doing this parody of super villians and bad guys by having the Guild of Calamitous Intent and the OSI have actual rules and regulations with how good guys and bad guys fight. Obviously that's more so done for comedic purposes, but the idea of super villians having their own organization and actual rules on how to fight good guys is both hilariously ironic but also really fascinating to see play out.

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