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Old 08-05-2006, 11:08 PM   #81
Commando Nukem

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Cool Re: Interactivity Part 3
Quote:
Originally Posted by infowars View Post
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)
Thats not Geo-Mod on any level, thats basically something that Half-life could achieve. Its just a matter of putting a bunch of destroyable shapes together with a concrete texture and then setting a health for them. Then when the player is in the room blasting badguys he'll be blowing parts off. This can have the reverse effect (one glass window is breakable, the other, not.)
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Old 08-06-2006, 05:53 AM   #82
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Re: Interactivity Part 3
It would be nice that when you go mighty foot, that the enemies body react based on where the foot hits. Because in postal 2 for example, it's just an animation. And you can hit the head or the stomach, the pedestrian would be hit the same way.
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Old 08-06-2006, 06:29 AM   #83
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Re: Interactivity Part 3
Next year you'll see Interactivity Part 4 and Part 5 for '07

and quite possibly an Interactivity Part 6 for 2008.

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Old 08-06-2006, 07:33 PM   #84
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Re: Interactivity Part 3
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Originally Posted by chitown View Post
and quite possibly an Interactivity Part 6 for 2008.
Oh, please, noooooo....
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Old 08-06-2006, 09:39 PM   #85
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Re: Interactivity Part 3
Why not just release Duke Nukem Forever as a book & dice game?
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Old 08-07-2006, 11:01 AM   #86
student1
Re: Interactivity Part 3
-Make the fire alarm in a hotel go off and watch everyone running out and watch the firemen come.
-Get the cops to help.
-Slide down the barrister of a stair case.
-Go on the rides in a hotel.
-Take a tour bus ride of Las Vegas with the pigcops and other aliens.
-Be able to see through and shoot through and open every window.
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Old 08-07-2006, 02:59 PM   #87
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Re: Interactivity Part 3
-Being busted by cops if you kill any civilians...if they can, of course.
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Old 08-07-2006, 03:03 PM   #88
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Re: Interactivity Part 3
busting civilians if they go in some kind of frenzy state
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Old 08-07-2006, 09:03 PM   #89
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Re: Interactivity Part 3
Find a Dildo in one of the VIP rooms or an apartment and use it as a melee weapon.
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Old 08-07-2006, 10:03 PM   #90
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Re: Interactivity Part 3
Drink from cans, bottles, fountains, whatever(soda, water, beer, poison, helium, more beer)
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Old 08-08-2006, 05:47 AM   #91
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Re: Interactivity Part 3
I was thinking it could be used like a black jack, to stun the bad guys. Cause you know after you wack em with that they will be confused with a * Did he he just hit me with a dildo?* expression on their faces.
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Old 08-08-2006, 07:07 AM   #92
Tim. Just Tim.
Smile Re: Interactivity Part 3
Quote:
Originally Posted by Gatinater View Post
I was thinking it could be used like a black jack, to stun the bad guys. Cause you know after you wack em with that they will be confused with a * Did he he just hit me with a dildo?* expression on their faces.
LOL


lol
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Old 08-08-2006, 07:09 AM   #93
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Re: Interactivity Part 3
Haha...
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Old 08-08-2006, 07:13 AM   #94
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Re: Interactivity Part 3
and then we could "insert" him..yes it's good idea
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Old 08-08-2006, 07:43 AM   #95
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Re: Interactivity Part 3
Pulling out wires/cords/cables etc would be kinda fun (well not really, but at least "it's there"... Maybe they could shut off whatever electonic device it was connected to, and you could plug it back in...

That would be a nice feature...
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Old 08-08-2006, 07:46 AM   #96
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Re: Interactivity Part 3
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Originally Posted by student1 View Post
-Make the fire alarm in a hotel go off and watch everyone running out and watch the firemen come.
And the sprinkler system extuingsh Duke's cigar.
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Old 08-08-2006, 08:20 AM   #97
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Re: Interactivity Part 3
the firemen should be pig-firemen trying to hack'n slash duke with their axe
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Old 08-08-2006, 10:42 AM   #98
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Re: Interactivity Part 3
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Originally Posted by Mr.Sociopath View Post
the firemen should be pig-firemen trying to hack'n slash duke with their axe
Good idea, that'd be awesome.

-Order a pizza, wait the entire 30 minutes or so, and the pizzaguy's become in a pig-pizzaguy, and gives you (instead of a pizza) an attack with his pizza slicer.
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Old 08-08-2006, 02:30 PM   #99
student1
Re: Interactivity Part 3
-Be able to drive a car into a shop window
-Be able to shoot down trees like in Crysis
-Be able to ride a skateboard
-Be able to ride a plane over the grand canyon
-Be able to shoot open zoo cages to let the animals out of indoor hotel zoo's.
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Old 08-08-2006, 03:40 PM   #100
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Re: Interactivity Part 3
And then grab hold of the fire hose and run and jump off the top of the skyscraper like Bruce Willis does.
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Old 08-09-2006, 01:41 AM   #101
Monkey Butler
Re: Interactivity Part 3
'indoor hotel zoos'? They actually have those?
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Old 08-09-2006, 05:08 AM   #102
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Re: Interactivity Part 3
Desert Penguins too.
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Old 08-09-2006, 05:12 AM   #103
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Re: Interactivity Part 3
Make prank phone calls and light random objects on fire for no reason. Get into a car, run stuff and people over.
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Old 08-10-2006, 06:35 AM   #104
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Re: Interactivity Part 3
Instead of having computers in the game with just a small animation or game on them (as is the case lately- which isn't bad, just the norm), you could be able to walk up to a pc in an office and (for instance) browse this whole forum or, if you're a super tool, you could google cheats and walkthroughs through the ingame pc, or simply search for boobs. Or maybe just have like a map of the level (or parts of it that wouldn't spoil the gameplay). Some might think you could just alt-tab out of the game to do that, but if the min system specs are huge as I'm hoping, alt-tab won't be possible.
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Old 08-12-2006, 04:35 PM   #105
Sang

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Re: Interactivity Part 3
Some of you guys seem to be forgetting it's not a GTA game we're talking about here. There's you, the aliens & probably a 3rd party (EDF) and some minor characters. Not freeroaming, killing civilians and getting wanted star levels and then get busted by the cops.

However it would be a welcome change to give the aliens other motives than just coming all the way down here to bust some balls. I mean come on, you don't travel through the universe for a helluvalot of time just to kill some people, right? Something needs to be in it for them. Maybe human money is edible for them and they've ran out of it, so they decide to rob all the casino's so their species can live on until their money farms are restored.
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Old 08-12-2006, 09:31 PM   #106
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Re: Interactivity Part 3
Or maybe they just killed everyone on their planet and now they want to kill Earthlings....or they want to test their new anal-probe.

~Amakou~
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Old 08-12-2006, 10:36 PM   #107
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Re: Interactivity Part 3
I want bullets to bounce back or ricochet depending on the type of surface they come in contact with, and on the type of the projectiles. If you fire straight into the air, the bullets should land back down.
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Old 08-12-2006, 11:05 PM   #108
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Re: Interactivity Part 3
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I want bullets to bounce back or ricochet depending on the type of surface they come in contact with, and on the type of the projectiles. If you fire straight into the air, the bullets should land back down.
OOH...that would be cool. Or how 'bout a weapon (a sci-fi weapon obviously) that has a laser sight that shows the path the plasma shot will ricochet off, like you can ricochet a shot off one pigcop onto another...

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Old 08-13-2006, 01:27 AM   #109
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Re: Interactivity Part 3
Quote:
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I want bullets to bounce back or ricochet depending on the type of surface they come in contact with, and on the type of the projectiles. If you fire straight into the air, the bullets should land back down.
I think it would be awesome if certain parts of enemies were armoed with "recochet-able" parts of armor...
Like the Battlelords metal armor, it would be awesome if only hits on flesh would damage him, while hits on the armor would make nothing but sparks, and make the bullet fly in whatever direction...

I REALLY think this would be awesome... Really...
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Old 08-13-2006, 02:59 AM   #110
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Re: Interactivity Part 3
I prefer all of my gunpowder weapons to be hitscan If projectile ballistics are in, let's hope they don't make everything feel weak and like a freaking peashooter (the free game "Soldat" comes to mind, you fire Dual Desert Eagles and after a few meters the shots start going down...Where's the "feeling mighty" part?). If we have bullets going straight for as realistic as they should we'd see Duke firing "spot on" for 200 or so meters. I don't even know if we'll have maps that big...

Not to mention realistic bullet arcs and calculations are totally NOT DUKE. Aiming slightly over an enemy to hit him from far away...Blah.
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Old 08-13-2006, 03:28 AM   #111
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Re: Interactivity Part 3
That's how we all reload our auto pistols. You do it enough it becomes natural. I think in games they do it slow to give the player a disadvantage when running out of bullets. It takes way longer than it should to reload an auto pistol and an automatic rifle or carbine.

Take the shotgun for example. In the game you fire it then you **** around with while chambering another shell. Soldier of fortune II is the only game I can think of that does it right. A pump shotgun should be like. fire fire fire fire fire. Not fire.... fire..... fire..... fire..... fire... They must just do it to handicap the weapon. To balance it's power by reduciing it's rate of fire. You can fire a pump as fast as you can fire an auto. Only difference is you have to slide the foregrip back and forth.

Some of the older pump guns didn't have a disconnect just like the old revolvers. so you could just hold the trigger down and keep pumping. But eventually they removed that. For safety. It seems some people forget to to relase the tigger after they are done shooting so they would just fire the gun unintentionally.

Also when your moving or in odd positions it delays reloading. Plus guns going off with the knowledge that thos bullets are coming for you tends jump the nerves and make concentation difficult.

Reallisticly you keep the magazines. You trade and empty for a loaded. If you find more bullets you can put more bullets in those magazines. Sometimes you might rload before a magazine is empty. So the magazine actually still had ammunition in it. Usually you slip that one in your belt, so you know without thinking that that magzine is partially loaded.
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Old 08-13-2006, 08:26 AM   #112
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Re: Interactivity Part 3
SOme day i,d like to see this.. but probably not until some time but still... i,D like the bullets to be actual 3dmodels that stays even after a hit..

like you shoot with a machin gun 200 bullets into some big monster.. if the bullets didn,T pass trough, you might find them into the body

and if you actuall hit a bullet which is already in the body , it will go deeper increasing the damage

this could be good also to put more realistic ballistic effect, with gravity and such..

but I bet the processor wouldn't like it

it might be a bit sci-fi, but I'd like to see that one day..
Last edited by Mr.Sociopath; 08-13-2006 at 08:30 AM.
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Old 08-14-2006, 12:49 PM   #113
jaypo90
Re: Interactivity Part 3
Actually, a lot of the stuff that we thought of implementing are already in the Dark Messiah demo that got released.

There are useful interactive environments. You can kick someone, knock them back into a spiked wall where they will be impaled, or into a fire pit, where they will dance around and eventually die. You can pick up dead bodies, drop them off a cliff. You can sneak up and kick someone off a cliff. When standing, i've lopped off arms, legs, and decapitated opponents. You can break weak wooden pillars which may crush opponents. You can pick up a crate and throw it at someone. I shot an arrow at a rope that was attached to a heavy object at the end. The arrow breaks the rope, the object swings down into the side of a weak platform and smashes it to bits, killing those who were on it.

I think the sheer number of possibilities (for beating opponents) makes it fun. Just having the options there is good. But it works because using the environments to kill opponents are much more effective (in some ways) than using the weapons available.

However, how does this work in a game like duke nukem? Do we have to make the weapons less effective in order for there to be an incentive to use environments to kill enemies? Or will people just, for example, use a baseball bat for fun instead of just blowing them up with a gun?

What's even more important is that the game makes you self aware- to me this is important for interactivity. I need to feel like I can effect everything around me in order to be immersed. You can see your legs. When you hit someone, they stumble. They fall over. They can grab you and throw you. Enemies can similarly kick a crate at you. The computer can interact with the environment to a simliar degree you can. I think this is also important in making environments interactive.
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Old 08-14-2006, 01:17 PM   #114
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Re: Interactivity Part 3
Quote:
Originally Posted by jaypo90 View Post
Or will people just, for example, use a baseball bat for fun instead of just blowing them up with a gun?
I'd guess so. Some players might find it more fun to look around and interact with the world and search for alternate ways to kill their opponents. Others might just go in, guns blazing. Same thing, except that the latter requires more ammo.
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Old 08-14-2006, 01:43 PM   #115
jlee2027
Re: Interactivity Part 3
I last posted in 1999, and have long forgotten my handle, but I have not
forgotten DNF.

1) Wires I can pull down to take out the power, electrocute myself or others.
- with a battery lamp to restore light....
2) A model rocket I can aim and fire in a room full of interesting targets, maybe a flag, building window, etc.
3) Newspaper or other combustibles I can enjoy burning.
4) Toilets I can overflow when stuffed up.
5) Tape - let me stick things to walls and doors, myself, or others.
6) A safe I can open and close or booby trap to store things in
7) Funky glasses I can wear that turn everything 90 degrees or upside down
8) Maybe objects that grow, shrink, change colors, bloom or wither when
Duke...ah...relieves himself. Everything could act a bit differently.
9) Maybe I can bet on a simulcast horse race and win a babe or lose and wake up in a dark alley after being mugged.
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Old 08-15-2006, 09:12 AM   #116
Joe Siegler
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Re: Interactivity Part 3
Let me take this opportunity to remind people that this is supposed to be a thread about what interactive elements you want to see in the game.

NOT a discussion thread about how smart people are based on where they live.

Keep it relevant.
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Old 08-15-2006, 09:31 AM   #117
Micki!

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Re: Interactivity Part 3
This feels kinda obvious, but:

I want to be able to "use" a toilet, then break it, and drink the water from the pipe...
Thyere, i said it... i just really want this in DNF...

I think it would be REALLY cool, if you could drop a pipebomb into a toilet, and can't pick it up... unless you fluch the toilet, which will result in the pipebomb jumping out right in front of the toilet...

It would be cool if water from sinks would float over the sink... I don't expect the water to fill up the room, but some "ater on the floor" effects would be really cool... I think it sounds easy to make... I hope i'm right...

As in Duke3D again, i want to get a shock when using the electricity sockets, when nothing is plugged in...

I think it would be funny to unplug/plug things to turn on/off for stuff... (TV, Radio, lights froma lamp etc)

I want to be able to pick up various objects...

If there is a bowling center, with a bowling hall or something, i want to be able to use a bowling ball, and holding it right (fingers in the holes, not just holding around it) And then i want to be able to charge a throw, like in the Dark Messiah demo... Just bowling style, so i can play bowling...

If the above is do-able, i'd want Enemies to fall to the ground, when rolling a bowling ball at thier feets, fully "charged"...
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Old 08-15-2006, 09:31 AM   #118
Tim. Just Tim.
Re: Interactivity Part 3
Firing weapons underwater should make sense.

In most games that I play, most of the guns simply wont work underwater. Can one of you gun nuts explain why that is? Is that realistic at all? Lets forget for a minute wether or not its a good idea to fire a rifle underwater. Suppose we do it anway. In some games all you hear is a 'click', in other games nothing happens at all. Doesnt the firing pin still hit the the bullet? Shouldnt the bullet do something?? Wether it is exiting the barrel at half speed, or making the gun explode, or something else. But something should happen. The explosive part of the bullet should still go off, igniting the gunpowder.
If the explanation in those games is supposed to be 'the powder gets wet so the bullet wont work', then why does the bullet magicaly work again as soon as you get out of the water? If the powder is getting wet you should have to replace all your ammo with dry ammo.

Is this just laziness on behalf of the devlopers? Because underwater, different sounds are required, different animations are required, and different physics should apply. So I guess making weapons work underwater is really like adding a second function to each weapon. And since most weapons will already have a second function, this is like having 4 different functions for each weapon.

3dr, before deciding that a weapon magically doesnt work underwater, please think twice and consider making the weapon do something, even if its just blowing up in Dukes hands. I consider that better than nothing.

The same should apply for other environments, such as outer space.

A pipebomb for example, underwater the shrapnel should only travel half as far as on land. And it should cause a big splash on the surface of the water. The height of the spash should depend on how deep the pipebomb was when it exploded. Do pipe bombs float? And in space, the shrapnel should travel 'forever' without losing any speed.
Last edited by Tim. Just Tim.; 08-15-2006 at 09:39 AM.
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Old 08-15-2006, 09:35 AM   #119
lamuh

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Re: Interactivity Part 3
- The ability to add a ton of pain sound slots: SMOD:HL2 has this
- The ability to tweak the force at which you can kick enemies across a level: SMOD:HL2 has this
- Ability to pick up npcs with a gravity gun beam and throw them so hard that they blow into jibs when they hit a wall, again SMOD.
- Togglable slow motion death. - trying to get SMOD to have this
- Movie camera setting that turns on when you die so you see yourself from random close or far away at any random angle when you die. - SMOD again
- Visible player body when you die. - smod once again.
- JIBS JIBS JIBS JIBS JIBS JIBS JIBS JIBS JIBS. BLOOD BLOOD BLOOD. SMOD HAS YOU COVERED.
- Ability to go into any map ever made that is not single player and put down nodes for enemy npcs to randomly spawn from and navigate so that each game never the same. IOW you choose how many enemies and where they spawn. -you guessed it

http://kh0rn3.googlepages.com/ to see what my realization of DNF should be.
Last edited by lamuh; 08-15-2006 at 10:06 AM.
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Old 08-15-2006, 09:49 AM   #120
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Re: Interactivity Part 3
You love SMOD a lot lamuh.

-Ability to crush dead bodies' heads with the Mighty Boot.
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