Jump to content
The Dark Mod Forums

Diego

Member
  • Posts

    1256
  • Joined

  • Last visited

  • Days Won

    11

Posts posted by Diego

  1. Just finished watching it and came here to comment.

    Excellent documentary indeed! Really cool hearing all those people who worked on it.

    The deadly shadows part made me feel bad for him. It's a flawed game, for sure, not just because of constraints and technical difficulties, I think the wrong choices were made and only later they understood them. However, it's clear from the interview that it was obviously made with a lot of love and effort, and sometimes bad choices are not obvious at the time. And flawed as it may be, I still hold the opinion that the plot is at the same great level on all three games.

    The way they worked at Looking Glass goes against all my instincts of any creative project. It was very much a chaotic group effort, there is no one person who you could say made Thief. To me that is a terrible way of making art, but I guess that it has its merits if it can produce Thief, system shock and deus ex.

  2. Streaming is weird. I don't watch any streams of any kind! I do not understand the appeal. But I decided to do it for my own selfish purposes. You see, it's way harder to procrastinate when there are witnesses. Sometimes there are 2 or 3 people watching me for whatever reason and it makes me feel bad for scrolling twitter instead of working.

    • Like 1
  3. 25 minutes ago, Fidcal said:

    Yeah, I still wish it could be made to work better as I'd like to have proceeded with it. Oh well... I might look on utube to see if there's a complete walkthrough...

    Me too. That's how much potential it has! We stopped playing when we really didn't want to.

    From what I have been reading of the older reviews and comparing with my experience, most of the bugs were dealt with. But as I said, with their no-save design choice 'most of the bugs' is not nearly good enough. If you're 25 minutes into a play session and the guard spots you through a wall, no matter how rare the bug happens, that just murders the flow of the game.

  4. Oh here it is! The topic I was going to make :P

     

    I played this a couple of days ago and at first I was extremely impressed, but then the cracks started showing. I am not going into the details of all the criticism I have but, if I had to put my finger on exactly the biggest problem of the game, it would be the saving system, or lack thereof. It's actually a really cool idea in theory! saving scum ruins tension in stealth games. However, it comes with tremendous risks (from a design perspective). For this to work the game needs to work flawlessly, because when you have to play in one hour sessions without saving the stakes are too high. Every small imperfection will pop out and pulse red! Thief wasn't perfect. We grew to love the game and now most people don't even remember the terrible mantling detection problem, because we just saved before tricky jumps.

    I am playing the third mission but I can't get myself to open the game again. It's a time investment that I don't feel encouraged to make. Last time I was doing fine but the guard changed his route and just started orbiting my position. I don't know if this is realistic AI or weird game design but it sucks. I was cornered. Then he just completely parked in front of the desk I was hiding under and stayed there forever. Even though the penalty for getting caught is just a pep talk from Steve it's still an extremely unsatisfying experience. 

    When you are about to get caught it starts playing this tense throbbing music! feels like you're hiding from a xenomorph! but all that tension goes down the drain because it's just "Steve" whom upon catching you goes "uh, hey Mr. you're not supposed to be here. Let's go back to the lobby".

    But enough of that. I said I wasn't going into details.

    So anyway, it's a game with mind boggling potential! but probably too ambitious to work. I particularly like their ideas on how to handle detection, it's a new take. It's neither like an instant death nor makes the game into action filled combat simulator.

  5. 2 minutes ago, cabalistic said:

    You have been misinformed on the "easier to work with" part :DIf you'd like to get an impression of what it's like to work with Vulkan, just take a quick glance at the https://vulkan-tutorial.com/ section for "drawing a triangle" and see what is involved in even just setting up an extremely simple scene in Vulkan. It's beyond crazy.

    I might be!

    That tutorial looks complex but I would have to compare with the equivalent in OpenGL. Even then there's a risk they will both look like complex gibberish to me!

    There's got to be an advantage though, right? maybe it scales better when you start to get an engine up and running with modern features.

  6. Yes! I really do miss the status thing. Why isn't this pinned yet?

    @STiFU Have you considered skipping ahead to Vulkan? From what I heard it drops a lot of inconveniences we have been dragging with opengl and dx and is easier to work with. 

    Here's my game project I mentioned in that other topic: 

    Quote

    I decided to make a game for the SEGA Mega Drive (Genesis for the Americans). It's a grid platformer akin to Flashback, prince of persia, blackthorne and others. I reject the term "cinematic platformer"; I think it's silly. But, brushing aside nostalgia, the only things I like about those games is the animation, obviously, and the grid snapping. There is potential for strategic gameplay in grid-based games and I think those games I mentioned should have focused less on precision platforming and more on semi puzzle gameplay. So I'm making it a stealth game! I don't think Mega Drive has any of those yet.

    2wUsYsK.gif

    Having some fun with debug logs:

     

    vR3jdtg.gif

    I have currently 4 game dev projects, which I cycle through periodically, but this is my main obsession right now. 

     

  7. Oh that is odd. I don't think my inbox is full, I never get messages. But I did get a notification for this mention! it only took me a few days to notice it because I'm not here as often as I did a few years ago.

    Anyway, spring also asked me about the original source files a while ago too but they seem to be lost now, unfortunately. At this point I would just start over.

  8. 16 hours ago, demagogue said:

    Some features I think it'd be cool to see are collective stealth score stats on the score screen and a fully animated werebeast.

    I'd like to see an ambitious campaign that presents something like a canon story for the mod, like introducing the major areas and factions and backstory. 

    My pipedreams are multiplayer and maybe a physics rehaul.

    I'd also love to see a cyberpunk fork, but you can't really call that a feature.

    I think every single thing I mentioned, sans the werebeast, is more appropriate for people outside the core team to work on. So my expectations aren't that high. But it'd be great to see them if they come. 

    Since the topic is the future if TDM and possible features, I have always argued investing on more creation tools would pay off. The editor is a great tool but it's very dry; sort of what a studio would use, because they don't want to spend too much on tools and the level designers are getting paid so the tool doesn't have to be perfect anyway. I get that it's because TDM came from Thief FM community and they want a similar editor. But the more accessible and fun to use the editor is the more people will be making missions, the more missions the better etc.

    Maybe there's a simple compromise somewhere, because making an editor with that level of accessibility is pretty hard. Like the ability to import maps made in other editors so people from other mod communities have an easier time getting into TDM while at the same time taking leverage from other editors with unique features. Maybe import from Unreal editor or even unity. From Unity it might be easier to write an exporter! You know what, I'll look into that.

    • Like 1
  9. Just wanted to congratulate the ones involved in this new update. Looks awesome! In a game with so much dark areas, some form of occlusion lighting was a much needed feature to make geometry in the dark more readable and attractive.

    • Like 2
  10. So, here's my impression. You know how The Dark Project is a great game but it has some roughness to it? Then Metal Age took the basic formula from TDP and tweaked the level design to make it more stealthy, less monsters, less combat etc. I think Gloomwood is offering another 'solution' to TDP's shortcomings. It's doubling down on the horrors and supernatural and just giving Garrett guns.

  11. 15 hours ago, STiFU said:

    For those of you hating on Epic, this game is now finally on Steam. Do yourselves a favor and just try this masterpiece of an indie game! 🙂 

    Yes. Everyone go play that game!

     

    To think when I first started this topic it was because:

    On 6/4/2019 at 10:13 AM, Diego said:

    I thought I'd plug it here seeing how this game isn't getting the attention it deserves.

    Now it pretty much won every game of the year award, and deserved every single one.

    • Like 1
  12. I just played the demo too. I enjoyed it! I was a little skeptical of the pitch 'thief with a gun' but it was a pretty fun demo. I tried ghosting in the normal difficulty and there is only one point it seems impossible to achieve because every enemy becomes alerted and knows exactly where you are. It's when you get the thingie surrounded by crowmen; the elevator sounds an alarm. Other than that it can be played pretty much like a thief game.

    Then I played it on the hardest setting. That really did not feel like playing a thief game at all; too many deadlock guard configurations requiring violence. But resources are so scarce and enemies so overpowered that it didn't really play like a shooter either. Not sure what the appeal there is.

    BTW, www.thiefwithguns.com redirects to gloomwood's steam page :laugh:

  13. I'm glad I influenced someone into playing a game I like :D Glad you're enjoying it.

    Also 

    On 4/20/2020 at 12:38 PM, cabalistic said:

    I think it might also have to do with the total number of reviews? 96% positive of 42,079 is more statistically significant than 99% of 275, and that might be one way to express that to a certain extent.

    Yes. 

×
×
  • Create New...