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#81 | |
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There's an old E3 98 video interview of that feature being shown off in here somewhere: http://www.apogeegames.com/prey/files/files.htm
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RIP: 3D REALMS 1987 - 2009, you're still dead to me |
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#82 |
Re: George and/or Scott-Why didn't you trademark the portal technology?
Game Design decisions? You weren't there when they had to take such decision to not put it in the game.
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crunchy superman said: 10 years and two complete restarts - that's either one very effective filter, or a whole lotta shit. :D |
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#83 |
Re: George and/or Scott-Why didn't you trademark the portal technology?
Anyone who has tried that mod should know WHY its not included. There are bugs and clipping issues out the ass, and many of them aren't solveable. If they had put useable portals into Prey they would have to make it very limited, because there are tons of issues.
I'm curious how many Portal will have. The first thing I'm doing is shooting two portals right next to each other, and then I'm shooting some at the corners of walls, etc. Honestly whatever people want to do with portals can be done via mods, Prey's singleplayer and multiplayer is fine as it is. HH wanted to focus on story and the experience not just portals. |
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#84 | ||
Re: George and/or Scott-Why didn't you trademark the portal technology?
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Last edited by Jigsaw; 07-22-2006 at 03:21 PM.
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#85 |
Re: George and/or Scott-Why didn't you trademark the portal technology?
All I'm saying is there is a damn good reason why Portal has bland boxy levels, because its simply for them to just attach portals to their surface. Would you have wanted the level design in prey to match? I know I wouldn't.
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#86 | |
Re: George and/or Scott-Why didn't you trademark the portal technology?
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Last edited by Jigsaw; 07-22-2006 at 03:33 PM.
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#87 |
Re: George and/or Scott-Why didn't you trademark the portal technology?
Portals have to either stick to a surface or clip it. For a retail game they MUST stick to surfaces because clipping looks bad and causes errors. Okay - so sticking right? How do I stick a portal to a surface that isn't flat? What if there is a piece jetting out near the portal?
Eventually you would be designing your entire game around stopping clipping issues and it would look terrible compared to how Prey looks now. |
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#88 | |
Re: George and/or Scott-Why didn't you trademark the portal technology?
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#89 | |
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![]() So if they want to patent portals and call it their own, thats like saying "I invented pencils"
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"I hereby nominate 'DUDE!! Huge bag of cheetos!' for 'Best Topic Title of the Year, 2006.'"-ZzTX "I vote oak man for supreme leader of the 3DR boards."-Tang Lung >>My flickr page<< |
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#90 | ||
Re: George and/or Scott-Why didn't you trademark the portal technology?
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#91 | |
Re: George and/or Scott-Why didn't you trademark the portal technology?
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Mind boggling = stunning, shocking, amazing puzzles. Which I agree it did have. |
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#92 | |
Re: George and/or Scott-Why didn't you trademark the portal technology?
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#93 | |
Re: George and/or Scott-Why didn't you trademark the portal technology?
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#94 | |
Re: George and/or Scott-Why didn't you trademark the portal technology?
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I don't argue because of argument's sake but because I hate it when potential is wasted. I know that putting more work into the portals would have extended the development time even more. I also know that it may not have been worthwhile from a financial point of view. After all, game companies are not the Salvation Army. I'm just saying that Prey could have been an even better game than it already is, if the potential had been used. I still love Prey for what it is, but just think what it could have been... |
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#95 |
Re: George and/or Scott-Why didn't you trademark the portal technology?
Think what it IS. Like I mentioned already it wouldn't have fit with the current storyline in Prey 1 and from a game design perspective flooding the player with tonnes of abilities without letting them get used to one long enough is not very smart to do.
There's always Prey 2 and there's a reason why the ability to create portals yourself were left out. Most likely for the reason avatar said and also it opens up more issues such as restricting the player within game space. Sure it could be done.. anything can be done, but was it worth the time needed to spend fixing the issues? Or was it just something they left for Prey 2. We'll see. Until then there is a mod there that does exactly what you want.. take it as it is. |
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#96 |
Re: George and/or Scott-Why didn't you trademark the portal technology?
I would gladly take Prey as it is over Prey that has been cut down due to portal issues.
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#97 |
Re: George and/or Scott-Why didn't you trademark the portal technology?
Yeah. I will wait. I don't have any other choice anyway. Whats done is done.
![]() "Don't mourn spilled milk", as the saying goes. The mod's fine to fool around with it, but of course Prey lacks a fitting level design. Anyway, you guys have some valid points and I will shut up on this issue now. You won! ![]() |
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#98 | |
Re: George and/or Scott-Why didn't you trademark the portal technology?
I think Portal is going to be great. The problem with Prey 2 is that the whole "portal technology" was hyped up when in reality, it had little bearing on the way the game played. PORTAL on the other hand will utilize the full potential of the tech without having to focus on "story".
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That is most likely not going to be an issue. Not to sound like a fanboy, but Valve usually releases non-buggy products. And I expect they'll anticipate someone shooting a portal at a corner, or right next to each other. |
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#99 | |
Re: George and/or Scott-Why didn't you trademark the portal technology?
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#100 | |
Re: George and/or Scott-Why didn't you trademark the portal technology?
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#101 | |
Re: George and/or Scott-Why didn't you trademark the portal technology?
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#102 |
Re: George and/or Scott-Why didn't you trademark the portal technology?
tbh I did think those puzzles got a bit repetitive. It could have done with some more spinning cubes, and more impressive appearing corridor effects... That one can never get overused*, and you can probably make it into a puzzle somehow.
I also liked the confusing portal corridor where you can end up going round in circles. I should take a noclip around to see what that corridor actually looks like. Anyway. More interesting stuff in general. I found the architecture section in this page and the pages it links to on the valve developer wiki quite interesting: http://developer.valvesoftware.com/w...r_Mapping_Tips particularly http://developer.valvesoftware.com/w...evel_design%29 and http://developer.valvesoftware.com/w...evel_design%29 Prey did use these, but it never really quite seemed to be on the scale of HL2 in that respect. *don't take me literally on that one ![]()
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#103 |
Re: George and/or Scott-Why didn't you trademark the portal technology?
http://developer.valvesoftware.com/w..._lostcoast.jpg
It's really cheap. Because you can see the end when you turn back. And only need to do 10 steps to finish it. Actually the ones in HL2 game (not that lost coast, the full game) have more sense.
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crunchy superman said: 10 years and two complete restarts - that's either one very effective filter, or a whole lotta shit. :D
Last edited by Denz; 07-23-2006 at 06:10 AM.
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#104 | |
Re: George and/or Scott-Why didn't you trademark the portal technology?
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I say it again i love the game but you cannot say it had amazing puzzles becouse it is just not true. Yes the cube was nice, but only visually. Even newbie players should be able to figure out what to do once in it. The gravity changers where nice too, but not exactly very hard either. And that about sums up all the puzzles, apart from the boss fights of course. But what really is a shame is that, as stated above, the spirite usage is limited only to deactivate the next force field. And that really gets repetitive very quickly. BUT i don´t think that the devs do not have enough imagination. They clearly wanted to make the game easy and non-frustrating to give new players a good experience as well. Of course that way they couldn´t put in too many hard puzzles. But thats where Portal kicks in. Portal, and this is just a guess, will not have the dense storyline or imersion like prey. But who cares since it will only be a puzzle game. I like puzzles and portal will give me just that little bit that i couldnt get from prey.
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Control-Alt-Deleted, Control-Alt-Deleted Control-Alt-Deleted, Reset my memory! ~Billy talent - Perfect World~
Last edited by DekenFrost; 07-23-2006 at 11:34 AM.
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#105 |
Re: George and/or Scott-Why didn't you trademark the portal technology?
I'm sure Prey 2 will be filling everything Prey 1 lack.
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crunchy superman said: 10 years and two complete restarts - that's either one very effective filter, or a whole lotta shit. :D |
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#106 |
Re: George and/or Scott-Why didn't you trademark the portal technology?
It seems that valve lovin is in, and 3Drealms bashing too...
and for what reason... 3Drealms is plain and simple THE best game developer in the world... Balls of steel, wacky wheels, raptor, duke nukem, max payne, prey... they are just the best |
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#107 | |
Re: George and/or Scott-Why didn't you trademark the portal technology?
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Last edited by Steve; 07-24-2006 at 09:01 AM.
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#108 |
Re: George and/or Scott-Why didn't you trademark the portal technology?
Yeah. Max Payne is from Remedy and Prey from Human Head Studios.
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#109 | |
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Re: George and/or Scott-Why didn't you trademark the portal technology?
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#110 |
Re: George and/or Scott-Why didn't you trademark the portal technology?
Is it a convenient time for Valve to release info about Portal, after Prey's release? Yes, of course they are riding on the hype brought around by it. All in the timing I think.
Were Portals used as effectively in Prey compared to those shown in the Portal video? No, not imo. But there's nothing stopping HH from listening to any criticism levelled at the game, and then adding those features wanted by the community into Prey 2 or even 3. We really don't know what could be done with puzzles in future sequels.
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-Most wanted games: Doom 4, Tomb Raider, Beyond Good and Evil 2 |
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#111 | |
3D Realms Staff
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Re: George and/or Scott-Why didn't you trademark the portal technology?
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Apogee / 3D Realms Employee: Dec 14, 1992 - May 22, 2009, Oct 23, 2014 - current "Lifting up the Cross to the waiting lost" - Petra | John 3:16 |
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#112 | |
Re: George and/or Scott-Why didn't you trademark the portal technology?
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#113 | |
Re: George and/or Scott-Why didn't you trademark the portal technology?
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#114 |
3D Realms Staff
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Re: George and/or Scott-Why didn't you trademark the portal technology?
Indeed. I don't see any need to comment on it. Prey is what it is, and Portal is what it is.
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Apogee / 3D Realms Employee: Dec 14, 1992 - May 22, 2009, Oct 23, 2014 - current "Lifting up the Cross to the waiting lost" - Petra | John 3:16 |
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#115 |
Re: George and/or Scott-Why didn't you trademark the portal technology?
I think that at 3drealms they are saying to eachother; now that is the reason why we don,t post screens and info about duke nukem forever
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#116 | |||||||
Re: George and/or Scott-Why didn't you trademark the portal technology?
Okay.
That last three pages were tiring. They were silly. It was about "OMG teyh coppiezd Prey!1!1!!!!11!LOL" and why "no they not" and "es tey di". [insulting mode off] Quote:
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Oh wait, now that I think about it... OMG VALVE IS RIPPING OFF FROM THE CREATORS OF FLASHBACK! THEY ARE TEH SUCKORZ! Why? Becuse in Flashback you had a teleport device. Trow and teleport yourself to where you want to. It has handy and neat. Wait. That`s not right. :P Quote:
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But Bloodlines`s case is an exception as they got a barely done engine, unlikne SiN. Also, I heard that its a norm for Trorika (or whatever were their name) for bugfixing their games AFTER they release them. Otherwise, I never encountered a problem worth mentioning. Quote:
Prey and Portal are barely related to eachother. For one thing, their appraoch to portals are different. For Prey, there were merely fancy doors. Yes they had more potential then that, but that was it was used. Portals RELIES on the technology. It is an active gameplay element, unlike Prey, where they were more of a detail then anything. They were there to make more sense towards the level, as how do you get suddenly from one point of the Spere to another that seems totally unrelated to the previous area. In Portal, you don`t create them for fun. You have to use them if you want to live. The Portal gun is your only weapon and your only chance of survival. Portal actively uses the portal technology, while Prey only uses it passively. Big difference. The only reason to sue, if the code was identical to what Prey uses. And just byu the look, you can see that they are not. You cannot patent and copyright ideas. That would be plain idocy. Now shut up and play Prey or something. ![]() |
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#117 |
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Re: George and/or Scott-Why didn't you trademark the portal technology?
Doom had portals first.
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