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Old 07-26-2006, 02:19 PM   #41
Commando Nukem

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Re: Interactivity Part 3
Quote:
Originally Posted by the true duke
most of these has been posted before.
Then don't read them.

or better yet, come up with something that hasn't that is legit!
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Old 07-26-2006, 02:52 PM   #42
dvader
Re: Interactivity Part 3
Quote:
Originally Posted by infowars
First off-

I hope that anything [interative-wise] that was 'do able' in shadow warrior/duke3d will be in dnf...all of its interactive basics.
__________________________________________________ __________

1.) Gasoline/Flameable Liquids=-

[think postal 2] Ability to pour flammable materials, then being able to light the liqiud on fire. The trail of gas will egnite once in contact with some type of flame...realistically looking too! [pouring a trail of gas on the ground leading into a room or whatever...using ANY TYPE OF FLAME ,throwing a match, flamethrower,etc...]

2.) Glass/Debis 'Blows out' realisticly

Debis and shattered glass should 'blow out' of windows and doorways realisticly [when in the radius of any explosions/blasts of any kind] . EX-Tripmine goes off on a window/near window from the OUTSIDE...with real physics... the glass and smoke and debris would be thrown about in a REAL looking matter. Since the blast IS in the window's pathway...the 'blast' would blow out any windows/breakables...the dust/debris/fire toward it...shattering glass.

3.) Destructable Environments (SOME entire buildings, surfaces, walls, trees, cars, etc..but not all walls/surfaces.)

Not POINTLESS...but the stuff in that CRYSIS game. Shoot a tree down...falls on enemy/ enemy's vehicle...they're done for. certain BUILDINGs, as in the ENTIRE building, can be destroyed [happened in duke3d!].

4.) Shooting through 'lightweight' Doors/walls

[that scene from the first matrix comes to mind] As long as its not a thick metallic door/wall, why not be able to shoot 'though' it. like a wooden door for example [think Hitman or Project; Im going in] you KNOW the enemy IS on the other side of the wall/door, fire for a clip...open the door..there is the dead body. next.

5.) MP3 play [selected folder via settings menu] during certain times.

6.) REAL Damage location...REAL injury reactions...

Shoot the enemy in the head...it gets messy. duh. But in most games...shot a dude anywhere else...its all the same. But shoot an enemy in the shoulder/chest once...a good shot, just not a FINISHING shot...he drops to the ground screaming...bleeding everywhere. Allowing you to walk up and finish off the enemy. Alien or Human. They should show REAL pain/ REAL reactions to their injuries...

7.) REAL explosions

MOST games have just a quick little iddy biddy flash and a small boom...leaving a black decal. BORING! YAWN! NOT REALISTIC!
Not only should the actuall explosion 'blast' look real [nasty black smoke..debris thrown everywhere, bright boom!] but it should effect the surroundings reallistically too...

Also, Explosions will leave FIRES for a short while...as in the stuff in the room/ outside will set on fire!

8.) NPCs should react to their surroundings realistically.

such as;

-Coughing from the smoke in the air, from an explosion/fire.
-Run out of the way when driving towards them.
-Showing fear [screaming/running/crying/etc] when apropriate
-You hit them..they might stay for a fist fight...
-Reacting to what YOU 'do' [ex-Point a gun in their face...
they get mad/uncomfortable...
-Will fight/defend them selfs
-react to loud noises...NPCs will 'flintch' at the sound of a blast or gun shot..

etc

9.) Yeah. Accessing MY porn pictures/videos [.avi,mpeg-2,divx,vidx,etc] and being able to PLAY them from certain computers in-game would be sweet! I think I speak for...man.

Also...maybe...watch a dvd...in game??

--------

that all for now
I'll second this, especially the "They should show REAL pain/ REAL reactions to their injuries..."

However I know this borders RPGs almost to have to set reaction values to each NPC and determine if they suffer them or not, but it'd be cool.

As for interactive content, fruit would be a nice additive, being able to throw it at your enemy in single and multiplayer. Bannanas that would cause your enemy to slip and fall (hard to see that they are).
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Old 07-26-2006, 03:34 PM   #43
Sharpshark

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Re: Interactivity Part 3
1- Being able to pick up objects and rotate them the way you want and many other basic mouvements we could do, like...

-throwing high
-throwing low
-putting back
-using as a shield
-crush it on an ennemy head (if it's a TV, the tube breaks and the ennemy gets electrocuted)

2- Being able to interact with the electricity

-rip off an electric line from a wall and use it as a rope or to electrocute an ennemy
-materials that conduct electricty

3- Being able to interact with ropes

-anything that may look like a rope can be used as one
-ability to tie up objects together, that way you will be able to set traps, barricade doors or make some grappling hooks

4- Well, and just like in Garry's mod, you could use a nail gun to actually nail stuff.

5- One last thing, if a TV volume can be raised, it could be used against the AI to attract it or to cover your footsteps.


I know Duke Nukem likes to destruct stuff and so their fans, by why couldn't he construct stuff, eh? Let's take the advantage of physic instead for just flashy effects. ;]
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Old 07-26-2006, 10:17 PM   #44
StainedCheeks
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Re: Interactivity Part 3
has anyone mentioned morrowind 3?
in this game you can interact with everything [better then morrowind4] and you can put stuff down where ur cross hair is. so when i played i had shrines out in the woods under trees with candles and gear every where. i was allways looking for stuff to make my shrines and hideouts look cooler. I think it would be cool if duke could put stuff down where his crosshairs are, this would mean you could decorate areas as you wished. might be asking for 2 much but i would be of the dudes that would fully deck out rooms and stuff with objects you found. you would need an invatory and i havent seen any fps with an invatory, well except duesx.
 
Old 07-27-2006, 04:05 AM   #45
Commando Nukem

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Re: Interactivity Part 3
Quote:
Originally Posted by StainedCheeks
has anyone mentioned morrowind 3?
in this game you can interact with everything [better then morrowind4] and you can put stuff down where ur cross hair is. so when i played i had shrines out in the woods under trees with candles and gear every where. i was allways looking for stuff to make my shrines and hideouts look cooler. I think it would be cool if duke could put stuff down where his crosshairs are, this would mean you could decorate areas as you wished. might be asking for 2 much but i would be of the dudes that would fully deck out rooms and stuff with objects you found. you would need an invatory and i havent seen any fps with an invatory, well except duesx.
Duke3D did have an inventory, it just wasn't one that expanded to include trivial items.

I think a nice spoof of morrowind would be for duke to be able to pick up magazines and read them. lol
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Old 07-27-2006, 10:47 AM   #46
uzikus

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Re: Interactivity Part 3
I wanna strangle pigcops with fiberwire. Especially in the elevator.
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Old 07-27-2006, 10:49 AM   #47
Tim. Just Tim.
Re: Interactivity Part 3
Quote:
Originally Posted by uzikus
I wanna strangle pigcops with fiberwire. Especially in the elevator.
Then play Thief or Splinter Cell.

...Errmm, with pigcops...
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Old 07-27-2006, 10:58 AM   #48
SpinX

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Re: Interactivity Part 3
Duke,s watch has an james bond-kind off laser, using it to open locked doors, sort of a lockpick minigame as in oblivion can be obtained

as i sad before if duke stands still for a long time because player is afk... he wipes his nose with a bra and has a cool remark about that...

if you drive in a car and you drive over a corpse, there should be a bump feelable in the car, and a cool remark from duke..
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Old 07-28-2006, 08:15 PM   #49
infowars
 

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Re: Interactivity Part 3
Quote:
Originally Posted by SpinX
Duke,s watch has an james bond-kind off laser, using it to open locked doors, sort of a lockpick minigame as in oblivion can be obtained

as i sad before if duke stands still for a long time because player is afk... he wipes his nose with a bra and has a cool remark about that...

if you drive in a car and you drive over a corpse, there should be a bump feelable in the car, and a cool remark from duke..
I like these, but I do hope duke isn't JIBBERING through the whole friggin game...

Ever played..i think it was 'swat 4' by seirra games?? well, you were a cop and when entering a room with an enemy, YOU can use the 'vocal' button which makes the player YELL out stuff like "freeze! drop the gun! NOW!" which actually CAN intimidate the player...


YELLING shit at people/ enemies WITH the fact that duke will every now and again auto-say stuff would be better then him talking through the whole game.
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Old 07-29-2006, 04:31 AM   #50
Kupferdrache
Re: Interactivity Part 3
The Dukes Money Thread gave me that idea:
Duke can collect money and everywhere lies money around to get. All sorts of machines use money to use.
Now, that has no impact at all on the game, so you have somewhere a counter which shows dukes money and while a coke-machine or so may cost one $, duke finds a lot of cash everywhere (in thousands and in banks vaults in millions!).
It has no use at all but to compare who has the highest money-count for those who want to play that old game, in secrets you find money etc...
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Old 07-29-2006, 07:47 AM   #51
RedSplat

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Re: Interactivity Part 3
Before you sit down for a lapdance the exotic dancer tells you the rules.
NO touching!
So she starts dryhumping and you got the crosshair aimed at her breasts and can press use.
If you do attempt to grab her she slaps you in the face and the lapdance is over.
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Old 07-29-2006, 11:02 AM   #52
Alexander

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Re: Interactivity Part 3
Maaaan, it's been forever since I've posted something in a thread like this.... no wait, it was 2004!!

OK, one topic I've been missing in nearly every game is... nooo, not total destruction, we've talked enough about that, guess GB got the picture .
I mean interactive violence, not just shooting or blowing your enemy down.
Let's do more insane shit with violence here!
I don't know if anybody posted something like this, cause I haven't read them all. TOO MUCH! ...
So here it goes...

GAMEPLAY:

Zombiefied Duke!
When getting infected with some sort of alien virus, duke must bite a human (NPC) to death, eat his/her flesh to restore/heal him self.
When done he let's out a little joke like "Hmm, taste like chicken!", or "Ups, did I do that?", "you taste like shit".

Use NPC as a human shield and say: "Sorry man, don't take this personal"
Or bring an alien down to it's knies, RAM the pumpgun through it's chest and use it as a shield while shooting through it!

If you find usefull tools around you, you know what to do!
lawnmower! have you seen dead alive from peter jackson?
Chainsaws, be creative!
Driller, make some more nose holes!
nailgun, make your own pinhead!
beartrap, see NPC's get really pissed!
Acid! Have an itch? Here, let me help!



FUN:

Take some chopped, torn off, blown off Heads with you and if you feel like it, take your pumpgun, turn it around and use it like a bat, play baseball!
Or kick them around like a football/soccer ball!

poke an NPC in the eye, saying "does that hurt?"

crush a doormans balls with a punch or good kick if he won't let you pass, or just for fun to anyone even in multiplayer!

show somebody the famous middlefinger and abuse the NPC's.

While bashing (with any object) on someones head, keep bashing till the skull breaks open and the brain fall out.

Take a rope and tie it around an NPC's leg, neck and on any vehicle nearby.
drive or watch the poor son of a bitch get mutilated!
Or do the same but with two ropes! Tear someone apart!

Stick tnt or a granade in someone's mouth, decorate the place!

Open the elevator doors by force and push NPC's inside the shaft or cut/shoot the wires making the cabbin fall.

use doors to slam them in someones face, or crush a skull with it!

When on high buildings, drop different objects on the street and try hitting people. the larger or heavier the object is, the bigger the mess!

Take a fan and hold it (while turned on) in someones face.

Grab any NPC by the head and du some rumbling against the wall, doors, force it's face into the oven, grinder, toilet, frying pan...

por hot water or coffee in some guys face!

when shooting down a cruzifix in a church or somewhere else, duke could say: "I don't believe in you but you should believe in me!"
Well ok, maybe that's something the church won't like very much...

When stepping in a star trek convention (let's just pretend there would be one), start to kill the trekkies and shout, "to kill where no one has killed before!"

Oh well.. so much to do and so little time ...
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Old 07-29-2006, 01:27 PM   #53
SgtFly
Re: Interactivity Part 3
I mentioned way back in the first thread, about having a Water Park level. To elaborate, how about with with water cannons to shoot with, geysers coming from the ground to blow mobs in the air, a wave pool to drown pigcops in, etc.
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Old 07-29-2006, 07:50 PM   #54
infowars
 

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Re: Interactivity Part 3
I know the graphics aren't the same, but the game design might still be somewhat similar to the 2001 build...

In THIS screenshot:


[LARGE VERSION]
http://www.duke4.net/images/screenshots/old/1.jpg

I'd wanna be able to do this...

-Kick over the welcome sign.

-Knock out / kill the security guard...kick around his hat.

-Pickup and USE the guard's walky-talky.

-Break the tour guide sign...

-Tear down the flags/ shoot them up (the flags will 'shred' & tear when shot)

-Pickup and read [in my hands] the papers/magazines on front desk...

-Make HOT coffee...Pour\Drink the coffee...throw the glass of hot coffee onto the guard! "ahhhhhh! you *******!" -screams the guard

-Shoot out the lights/Turn off the power

-Use the coffee mug as a melee weapon [1 time use - it will break!]

-Throw the swival chair around...

-If I SHOT the guard, i would like to see him take a spill into the sign next to him, and realistically fall over onto it...

-Destroy the large pillar in the back

-Shoot up and destory that nice & clean looking ceiling!

-Demolish the entire front desk...it looks 'mostly' wooden.

[If I place a pipe bomb on the desk...the ENITRE desk should be lowered to a pile of burning rubble & everything on/around the desk]

thats all i see in the screenshot
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Old 07-29-2006, 09:16 PM   #55
StainedCheeks
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Re: Interactivity Part 3
yeah,
alot of what you said would be cool. sure would add lots of life to the game if you could do all of that.
 
Old 07-30-2006, 05:19 PM   #56
the true duke
 

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Re: Interactivity Part 3
Quote:
Originally Posted by Commando Nukem
Then don't read them.

or better yet, come up with something that hasn't that is legit!
i did and i hope it will be implemented cause of you just want "flip switch like comes on" then stop playing games adn do it yourself.

its not that hard commando, get up and walk to a light switch, flip it in the up direction. its that simple (or sometimes people mess it up and you have to flip it down to work)
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Old 07-30-2006, 09:20 PM   #57
big fat lazy

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Re: Interactivity Part 3
The mighty boot should push the enemy back and make him fall, knocking down any other nearby enemies with him.
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Old 07-31-2006, 10:26 AM   #58
Night
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Re: Interactivity Part 3
Can be cool to have Duke take big object with his 2 hand for use it as a weapon. Imagine, take a big 30" CRT television with your hand and hit enemy with it. Or tear off water fountain from the wall and see the water squirt from wall.

Why not having a jet from the ceiling when a room is in fire?

Also, can access some computer for hacking some security system. Or only for look the content of hard drive. Can be funny to see a folder with some porn into it

Sorry for my english
 
Old 07-31-2006, 01:33 PM   #59
jaypo90
Re: Interactivity Part 3
Locational damage on enemy vehicles, items, enemies etc. for example, shooting the back of an alien jetpack and watching him spiral out of control; into a wall perhaps, or even another alien. Maybe he's holding a grenade of some sort and I blow off his arm, thus dropping the grenade and exploding etc.

Perhaps i use some random item (frying pan, bat, small tv, chair) to bludgeon someone over the head, rendering them unconscious.

It'd be cool to trip aliens, like if I sneak up and kick them in teh back of the knee, and they fall down a flight of stairs.

Maybe when they're unconscious (or dead) I should be able to drag their bodies around. Throw them out a window. Maybe when they're half conscious I could smack their heads between the car door.

It's already been mentioned before, but there are lots of uses for rope. Tying things, strapping things to chairs, making a grappling hook, etc.

I should be able to throw frisbees. Throw footballs, bounce basketballs, etc etc. Maybe tape a bomb to a frisbee and throw it? haha. Skateboards have been mentioned. Bikes. Other vehicles. Fork lifts. Garbage trucks. etc.

Light candles, light curtains, light carpets. Let things catch on fire, essentially.
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Old 07-31-2006, 10:18 PM   #60
Cat_Herder
Re: Interactivity Part 3
I would like to see the weapons' physics implemented properly. From practical experience, I know that an M60 machine gun can and will go through a metal door, and would render a wooden door to matchsticks. Same with explosives. (That's been covered before here, earlier on in the original postings.)
Cat
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Old 08-01-2006, 12:31 AM   #61
infowars
 

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Re: Interactivity Part 3
Quote:
Originally Posted by jaypo90
Locational damage on enemy vehicles, items, enemies etc. for example, shooting the back of an alien jetpack and watching him spiral out of control; into a wall perhaps, or even another alien. Maybe he's holding a grenade of some sort and I blow off his arm, thus dropping the grenade and exploding etc.

Perhaps i use some random item (frying pan, bat, small tv, chair) to bludgeon someone over the head, rendering them unconscious.

It'd be cool to trip aliens, like if I sneak up and kick them in teh back of the knee, and they fall down a flight of stairs.

Maybe when they're unconscious (or dead) I should be able to drag their bodies around. Throw them out a window. Maybe when they're half conscious I could smack their heads between the car door.

It's already been mentioned before, but there are lots of uses for rope. Tying things, strapping things to chairs, making a grappling hook, etc.

I should be able to throw frisbees. Throw footballs, bounce basketballs, etc etc. Maybe tape a bomb to a frisbee and throw it? haha. Skateboards have been mentioned. Bikes. Other vehicles. Fork lifts. Garbage trucks. etc.

Light candles, light curtains, light carpets. Let things catch on fire, essentially.

I loved all of these...

locational damage on objects/vehicles, using objects as melee weapons...and being able to throw them, is a must!

and FIRE. having a real environment that can be set on fire...would be killer!

I'd also like to see knocking out enemies, and dragging them around.

People will agree and say that duke isnt a stealth game and that "duke dont need to drag bodys and hide...hes duke'....but they dont understand its the gameplay features and interaction that this adds, and its not that i want duke to be a slow stealth game. DNF will be a bloody, action packed FPShooter...and great one at that. There ARE feature benefits to being able to carry a body and throw it off a cliff, into a car, onto something, in a trash compactor...for the hell of it. cuz that would just be cool!....carrying bodys up to the roof of the tallest building and tossing them off the roof....SPLATTER!
which reminds me...


SPLATTERING BODIES! [falling people in 2001 video] I wanna actually see the bodies contort and bones break and blood splattering everywhere when bodies fall from great distances and smash onto the ground. This is a must! [or at least the blood spalltering everywhere and limbs breaking/busting open! GROSS! ]


but ropes? I dont see that making the cut...with all the physhics involved in being able to tie a rope to stuff and swing around, pull stuff,...i dont think games will be that advanced and free, for another 5 years...
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Old 08-01-2006, 12:32 AM   #62
MakronMan

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Re: Interactivity Part 3
i had seen this in pirates of the carra duke could have a gun that for a limited time could put a harmless hole lonto the enemy within that time you could pack the enemy with grenades and when the hole wears off theres no where 2 run
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Old 08-02-2006, 12:05 PM   #63
Tim. Just Tim.
Re: Interactivity Part 3
You should be able to meet up with Walker Texas Ranger, and roundhouse kick him in the face.

Now thats interactivity.
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Old 08-02-2006, 12:21 PM   #64
baff
 

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Re: Interactivity Part 3
Rope bridge physics. Duke walks straight across to the accompanied sounds of creaking boards but the Pig Cops (previously seen eating doughnuts) are fatties and fall through.
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Old 08-02-2006, 12:52 PM   #65
big fat lazy

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Re: Interactivity Part 3
Quote:
Originally Posted by baff
Rope bridge physics. Duke walks straight across to the accompanied sounds of creaking boards but the Pig Cops (previously seen eating doughnuts) are fatties and fall through.
When I read that I think
"Oh my God.. oh my god oh my god oh my god is he nuts?!"
"He no nuts.. he's CRAZY!"
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Old 08-02-2006, 01:10 PM   #66
Supreme Eight Ball

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Re: Interactivity Part 3
OK, if I created an FPS, I´d like to...

- Grab enemies and put their heads inside the toilet (yes, it´s a macho-hero movie cliche, but no game that I know has it).
- Tie an enemy´s leg to a car and drive the car.
- Shoot lamps or ads and see them falling over enemies´ heads.
- Use tools as weapons, such as lawnmowers (like in the Braindead movie).
- Get a cloth iron and flatten an enemy face with it, hearing a nice frying sample.
- Shoot all glasses in a room, throwing splinters all around and hurting everything.
- Kick a table to turn and use it as shield in a gunfight.
- Spit in an enemy.
- Shoot a metal wall with a pistol to ricochet the bullet and kill an enemy not accessible to direct fire.
- Kick the enemy right in the balls.
- Magnetize an enemy and see forks, knifes, nails, etc. flying at him.
- Throw a TV at an enemy head and see him trying to remove it with his head stuck inside the image tube. Step 2: Plug the TV in the electricity.
- operate a bulldozer, grab enemies and throw them in places like forges, etc.
- grab a carpet and pull it to see enemies falling down ladders.
- step on a fallen enemy´s face.
- grab enemies to throw them in bonfires, toxic waste dumps, spikes, etc.
- turn on ultra-powerful-sound-systems to stun enemies.
- get a weapon that would turn me into a giant.

Fun, although slighty sadistic...
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Old 08-02-2006, 02:43 PM   #67
Commando Nukem

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Re: Interactivity Part 3
Quote:
Originally Posted by the true duke
i did and i hope it will be implemented cause of you just want "flip switch like comes on" then stop playing games adn do it yourself.

its not that hard commando, get up and walk to a light switch, flip it in the up direction. its that simple (or sometimes people mess it up and you have to flip it down to work)

What?
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Old 08-02-2006, 09:30 PM   #68
student1
Re: Interactivity Part 3
Ability to shoot car tyres
Shoot Street Lamps
Ability to command respect just by POINTING A GUN
Ability to use a flame thrower to make bacon
Make holes in ceilings to allow rain to come through
Ability to use a gym to make duke stronger
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Old 08-02-2006, 10:28 PM   #69
Telee

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Re: Interactivity Part 3
-Ability to play Hollywood Holocaust from Duke3D at an arcade
-Ability to mess around with a TV (like in the beginning of Prey)
-Ability to shoot through doors
-Ability to go to the bathroom, but you actually sit down and read a newspaper!
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Old 08-03-2006, 08:23 AM   #70
Tim. Just Tim.
Re: Interactivity Part 3
George:

Go outside and run as fast as you can.
Have someone blow a whistle and start a stopwatch.
Stop running, turn around, and start running as fast as you can in the opposite direction.
Have the person stop the stopwatch.

How long does it take you to go from running top speed in one direction to running top speed in the opposite direction?

Duke should take approximately the same time to do this.

Same for walking.

Also notice that in order to stop fast, you need to bend really low to the ground to lower your center of gravity. It would be cool to see Duke do the same. It would make the physics seem more real.

In most games, the time to stop dead and turn around is way to short. It makes it look wierd and fake and hard to predict. And they dont even bend down to stop, which makes the models look like they weigh about 2 pounds, instead of 200 pounds. And it makes it harder to shoot a player who is zigzaging toward you. In games like that you can actually doge bullets by zigzaging. In real life that would be retarded.

As with all of my suggestions, it can be summed up as follows: when in doubt, make it work like in real life.

To those of you who are about to type fun > realism, yes youre right. Fun is more important than realism. But 9 times out of 10, fun is achieved through realism. What do you think 'interactivity' is? It means making the game world detailed and functional just like real life.
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Old 08-03-2006, 09:11 AM   #71
colmtourque
Re: Interactivity Part 3
I think all this has been said before, so I'll say my favorite again. If I can climb it in real life Duke should be able to climb it, if I can nock it down in real life then duke should be able to nock it down, if I can get through it in real life duke should be able to get through it, if I can pick it up and use it in real life then duke should be able to.
Thats about it for interactivity for me.

Also quick note, to Tim, just tim:
Quote:
Originally Posted by Tim. Just Tim.
George:

Go outside and run as fast as you can.
Have someone blow a whistle and start a stopwatch.
Stop running, turn around, and start running as fast as you can in the opposite direction.
Have the person stop the stopwatch.

How long does it take you to go from running top speed in one direction to running top speed in the opposite direction?

Duke should take approximately the same time to do this.

....

To those of you who are about to type fun > realism, yes youre right. Fun is more important than realism. But 9 times out of 10, fun is achieved through realism. What do you think 'interactivity' is? It means making the game world detailed and functional just like real life.
Not to start anything but you are making some bad assumptions.
1) are george and Duke in the same physical shape...with all due respect to George..I hope not, I mean my examples above should read if I can do it, duke should be able to do it ten times over...So George, if you want, find someone a Biatholete (sp?) and have him do that...

2) Fun (in regards to reality) is achieved through a created reality, one that is internally consistent not necessarily realistic in any way shape or form, otherwise Duke3d would have been a game about a guy who sits at his desk all day working, or in class, or sitting all day at home playing a game about him sitting at a desk, or at school, or sitting at home playing a game about...well you get the point (I hope)
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Old 08-03-2006, 10:10 AM   #72
Tim. Just Tim.
Re: Interactivity Part 3
Quote:
Originally Posted by colmtourque
Also quick note, to Tim, just tim:

1) are george and Duke in the same physical shape...with all due respect to George..I hope not, I mean my examples above should read if I can do it, duke should be able to do it ten times over...So George, if you want, find someone a Biatholete (sp?) and have him do that...
Id say youre splitting hairs. Obviously if they have a Duke Nukem look-a-like handy, then they should use him for this experiment instead. And if you really want to be picky, then the runner should be wearing shit-kickers too because they have different traction properties. And the runner should be wearing tight jeans and a tank top and sunglasses, to get the same aerodynamic properties as duke. And maybe he should carry a devastator too, just to get the weight perfectly the same as duke.
No, all this isnt necessary. I just wanted them to realise that real people take longer to accelerate and decelerate than the characters in just about every FPS ive seen.

Quote:
Originally Posted by colmtourque
2) Fun (in regards to reality) is achieved through a created reality, one that is internally consistent not necessarily realistic in any way shape or form, otherwise Duke3d would have been a game about a guy who sits at his desk all day working, or in class, or sitting all day at home playing a game about him sitting at a desk, or at school, or sitting at home playing a game about...well you get the point (I hope)
Where did I ever say that Duke should get a job creating TPS reports, or go to school all day? I didnt say that DNF should be an exact copy of our lives. All Im saying is that if something is going to be in DNF, then it should be realistic. If pipebombs and strippers and microwaves and doors and gravity and jeeps are going to be in DNF, then make them behave like real pipebombs, real strippers, real microwaves, real doors, real gravity and real jeeps.
Something like Duke working at a desk job is obviously not going to be in the game, so there is no need to make the desk job realistic.

Quote:
Originally Posted by colmtourque
If I can climb it in real life Duke should be able to climb it, if I can nock it down in real life then duke should be able to nock it down, if I can get through it in real life duke should be able to get through it, if I can pick it up and use it in real life then duke should be able to.
You seem to agree with me on this realisim thing, so I dont know why your arguing with me..



I like your statement about " internally consistent not necessarily realistic" though. Your right, the game doesnt have to be exactly realistic to real life, as long as its consistant. For example if GB (or whoever)'s top running speed is 20mph and can jump 4 feet high, then its still cool if Duke can run 30mpg and can jump 6 feet high. See, because its still 'to-scale' (for lack of better word) to real life.

Actually, having said that, I really liked the very unrealistic jump height that Duke3d had.
Last edited by Tim. Just Tim.; 08-03-2006 at 10:34 AM.
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Old 08-03-2006, 03:36 PM   #73
Gatinater
 

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Re: Interactivity Part 3
Is it just me or is screwing around with shit and breaking stuff the fun of interactivy?
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Old 08-03-2006, 07:32 PM   #74
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Re: Interactivity Part 3
Quote:
Originally Posted by Gatinater
Is it just me or is screwing around with shit and breaking stuff the fun of interactivy?
Yes, when I was really young, I used to play Duke Nukem 64 coop with my brother, and we destroyed everything in the level
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Old 08-04-2006, 08:26 AM   #75
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Re: Interactivity Part 3
Hey, seeing the foot print of Duke's boot on aliens where you kicked them would be nice. Bloody foots print! \o/
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Old 08-04-2006, 03:49 PM   #76
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Re: Interactivity Part 3
I'd like to see enemies you can blow bits off, and they still come at you, also something like Geomod, but better than in red faction, and good physics, not doom3 physics. How about areas that have lots of enemies coming at you at once, and a superweapon that can blow them all up. You guys at 3drealms know how to make good games, put comedy into it aswell, dont make it one of the fps that tries to be serious and pretentious either.
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Old 08-05-2006, 06:15 AM   #77
Parkar

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Re: Interactivity Part 3
Quote:
Originally Posted by Tim. Just Tim. View Post
George:

Go outside and run as fast as you can.
Have someone blow a whistle and start a stopwatch.
Stop running, turn around, and start running as fast as you can in the opposite direction.
Have the person stop the stopwatch.

How long does it take you to go from running top speed in one direction to running top speed in the opposite direction?

Duke should take approximately the same time to do this.

Same for walking.

Also notice that in order to stop fast, you need to bend really low to the ground to lower your center of gravity. It would be cool to see Duke do the same. It would make the physics seem more real.

In most games, the time to stop dead and turn around is way to short. It makes it look wierd and fake and hard to predict. And they dont even bend down to stop, which makes the models look like they weigh about 2 pounds, instead of 200 pounds. And it makes it harder to shoot a player who is zigzaging toward you. In games like that you can actually doge bullets by zigzaging. In real life that would be retarded.

As with all of my suggestions, it can be summed up as follows: when in doubt, make it work like in real life.

To those of you who are about to type fun > realism, yes youre right. Fun is more important than realism. But 9 times out of 10, fun is achieved through realism. What do you think 'interactivity' is? It means making the game world detailed and functional just like real life.
That would make the game a pain to control, you would be crashing into things all over the place. There is good reason this has never been implemented in an FPS before.
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Old 08-05-2006, 06:30 AM   #78
infowars
 

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Re: Interactivity Part 3
Quote:
Originally Posted by Chris Dri View Post
I'd like to see enemies you can blow bits off, and they still come at you, also something like Geomod, but better than in red faction, and good physics, not doom3 physics. How about areas that have lots of enemies coming at you at once, and a superweapon that can blow them all up.
In the 2001 video, it DOES show duke shooting at the concrete wall, and it breaks up ....unrealistically, though, into large chunks...so, a geo mod of 'some type' IS in.

I dont expect to shoot and destroy ALL walls or anything pointless, but it would be nice to see alot of structures and pillars and stuff, destroyable.

>Also, It would be nice to see, as the destroyable structures 'break apart' ...the particles should divide and crumble realistically...

-----

As far as a weapon that will kill all enemies filled in a room/area...

hows bout a NUKE LAUNCHER??

3drealms...I WANT A NUKE LAUNCHER IN DNF! LO WANG GOT ONE! DUKE WANTS ONE! (like in shadow warrior)
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Old 08-05-2006, 09:21 AM   #79
Denz

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Re: Interactivity Part 3
When like, in the first levels, your pistol runs out of ammo, to finish the enemy you lunch the empty weapon at them, one hit kill, in the head.
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Old 08-05-2006, 11:32 AM   #80
Tim. Just Tim.
Re: Interactivity Part 3
Quote:
Originally Posted by Parkar View Post
That would make the game a pain to control, you would be crashing into things all over the place. There is good reason this has never been implemented in an FPS before.
I dont know, maybe youre right and its not a good idea for a game. It probably wouldnt take too much time for them to try it out and see for sure though.

I wonder why you think Duke would 'crash into things all over the place' though. Basically all I said was to make it like real life. Do you crash into things a lot in real life?
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