Unless the sole point of a game is bodycount, I think that any shooter with a plot crosses into the adventure game genre. Games like Half-Life (both), Doom 3, and the System Shock and Thief series already crossed over into this direction. If there's significant character interaction and dynamic relationships, it becomes closer to the RPG genre. Deus Ex did this, to a certain extent. It's simply a natural progression as interactivity and the integration of plot increases. That the engine more easily allows such things it truly great.ninelven said:...sounds like an adventure or rpg game.
LOL "...The bottom line is that engine tools dramatically affect your creative process, and our engine has been designed with far more in mind than just pretty shadows."
Which game is he talking about?
see colon said:LOL "...The bottom line is that engine tools dramatically affect your creative process, and our engine has been designed with far more in mind than just pretty shadows."
Which game is he talking about?
i think he feels threatend by blade of darkness.
You sure?see colon said:LOL "...The bottom line is that engine tools dramatically affect your creative process, and our engine has been designed with far more in mind than just pretty shadows."
Which game is he talking about?
i think he feels threatend by blade of darkness.
"...thanks to the power of graphics card like the NVIDIA 6800 and things like that"; - graphic card-> Nvidia; things like that -> Ati, Matrox, XGI.... Nvidia biased IMO;
_xxx_ said:Examples?
Bouncing Zabaglione Bros. said:_xxx_ said:Examples?
How about:
UT2003 would be interoperable with UT2004.
DDOM is the best gametype ever and no one would miss Assault when Assault was left out of UT2003. DDOM was then orphaned in UT2003 and UT2004
Assault was brought back by great demand in UT2004 as it was so great, and hasn't been supported since release.
Unreal 2 and it's multiplayer & weapons.
How easy mapping and level building would be with Unreal ED. UED is unsupported.
Voicecomms in UT2004 (still don't work properly)
How the great the UT2003 ragdoll physics would be (not used in game except for death animations. Only used occasionally by third parties).
The anti-cheat implementation in UT2003/2004 (UTSecure).
Rein is a marketing man, and like most marketing men falls into the trap of selling "really cool stuff" in advance that then doesn't make it into reality.
_xxx_ said:These were all "nice-to-have" features or fans' requests, but this content creation stuff is one of the essential features of UE3 and it works already, as demonstrated. So this is real.
And frankly, Unreal2 was utter crap and it was sure as hell not worth investing a single second of dev time to add anything to it. That and Legend going down the drain certainly killed the idea completely.
Groovy... this is one of my pet peeves, and pretty much what I'm looking forward to most out of the whole UE3 bunch. (Lots of hi-octane PR talk in the article though, so we'll see how it turns out.)Mark Rein said:Seamless worlds is basically... Well, it's kind a misnomer, but that's what people use the technology for. Essentially what it is is background management of loading and unloading of game assets.