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Старый 09.10.2018, 17:57
Stas A. Golovin
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По умолчанию Alt.doom.announce

Stas A. Golovin написал(а) к All в Oct 94 14:13:00 по местному времени:

***************************************************************************
* Forwarded by Stas A. Golovin (2:5023/2.25)
* Area : DOOM (DOOM)
* From : Paul Griggs, 2:252/174 (Fri Oct 21 1994 13:04)
* To : All
* Subj : Alt.doom.announce
***************************************************************************
Нere's 2 postings from alt.doom.announce that may be of interest



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------
[intro:]
------

talk about the next id game 'quake'. direct quotes from id and some
interesting magazine articles. the remarks on this list were all publically
made, so i hope id doesn't mind me passing this along, allthough bear in
mind, that quake still is in a very early stage, so everything here could
be a total lie, as american 'yes, that really is my name' mcgee always likes
to put it. feel free to post this or upload to the net.

send comments or additional information (with source and date) to
-> jschuur@studserv.zdv.uni-tuebingen.de. you can also finger
-> zxmsu01@hp11.zdv.uni-tuebingen.de for the latest quaketalk. my www pages
-> on doom are being reconsidered and i am uncertain on weither the site will
-> remain up or not.


------------------------------
[the doom-editing mailing list:]
------------------------------

you'll see several references to the doom editing mailing list. this is
a mailing list on 'advanced doom editing' that john romero from id is on.
this is not a quake discussion forum. we discuss all aspects of doom
editing (.exe hacks, wads, be it levels, music, sound, editor/utility writing
e.g.) if you would like to join, send mail to majordomo@nvg.unit.no with the
following in the body of the mail:

subscribe doom-editing <youremailadress>

bare in mind that this is not a newbie forum. we like to keep the noise
down a bit, so please don't post unless it's of an advanced nature.


-------------------
[on version numbers:]
-------------------

quaketalk is updated whenever i get new facts on quake. i'll increase
the version number according to how much the new stuff is. future versions
may include other segments on quake, maybe not just direct quotes from id
people. i'm open for suggestions, if there's something you want to see here,
let me know.

updates will carry a '-> ' in the first collumn. these will be the updates
since the last copy. check out the version history at the end too.


-> -----------------
-> [a real quake faq:]
-> -----------------

-> i had already started working on a true quake faq together with hank
-> leukart, the original doom faq author, when it occured to me, that id might
-> not be so happy with that. the stuff in quaketalk are after all, pure
-> quotes. a faq would be a mere speculatory matter at this point. we will
-> reconsider a quake faq when more info on quake comes out, probably not until
-> the beginning of next year.


----------------------
[the magazine articles:]
----------------------

from the july '94 issue of computer gaming world (taken from the original
quake faq):

shakin' and quakin'

"what is the next huge leap? they wouldn't say much, still in the idea
phase and reluctant to build expectations too early, but they did tell
me thisthe name is quake, the game engine is completely brand new, and
the 3d world will be so complete and characters will have depth, rather than
being flat sprites. the current setting (notice i didn't say the evil
s-word, "story") is a fantasy world where the player becomes a thor-like
being weilding a giant hammer, which he can throw at or bludgeon anything
that moves. the world will have some real physics, so that characters will
tumble when when they fall from heights, and be knocked flat on their
backs. as romero was describing the multiplayer quake of his imagination,
he was literally hopping out of his seat and pantomiming the violent drama
between two warrior gods, punctuating the action with sound effect (which
he is given to in most conversation). if they can calm romero down long
enough to get some work done, id hopes to start working on quake in
september and a release date of christmas '95."

-----------------------------------------------------------------------------

from the august '94 copy of pc format:

quake to hit in '95

id software's doom 2 is released on on 10 october, but details are already
beginning to emerge about quake, its successor which is scheduled for
release in the latter half of '95.

quake features a thor-like character who, armed with a massive hammer,
likes nothing better than to bludgeon his victims to death.

id is hoping to include some real physics in the game, so that characters
will twist and tumble through the air when they fall from a great height,
or be knocked flat on their back from a heavy blow. in-game sprites will
also be depicted in 3d, unlike the flat two-dimensional characters that
inhabit the doom games.

there will almost definitely be a multi-player link-up, as well as a vr
tie-in with a majoe manufacturer. the last point is probably the most
exciting, as many of the vr exhibitors at ces used doom to show off their
respective helmets' abilities. by producing a game with a specific headset
in mind, id software could finally kick-start the vr market in a b-i-g
way. prices of vr-headsets are already in freefall - five manufacturers
were showing off cheap sub-$200 helmets at the show - so a game designed
to work with them would be an instant hit and could even be part of a
bundling deal.

-----------------------------------------------------------------------------
-> from the october issue of pc gamer:
->
-> pc gamer: "you've been reasonably quiet about the new project, quake, so
-> far. there must be something more you can tell us about it.?"
->
-> jay wilbur: "we're getting it together at the moment, it's in concept stage.
-> i'm reluctant to build up expectations, but i will say that it
-> will be a quantum leap over doom. currently the idea is to have
-> more realistic gameplay. in doom, for example, the characters
-> are all bitmaps and they're set in their ways. when you shoot a
-> character, he reacts in a programmed manner. maybe he throws
-> his arms out and leans his head back. and every time you shoot
-> him, no matter where you shoot him, he does the same thing.
-> it's like a dance. in qauke, we have polygon characters like
-> those seen in virtua fighters. we may texture map them so they
-> have a more realistic look, maybe not - that's in discussion
-> right now. but the idea is that if you shoot one of these
-> characters in the upper left quadrant, for example, his left
-> shoulder will be blasted back, he'll react more naturally.
-> we'll add the ability to look and move up and down. if you're
-> pushed off a ledge, physics comes into play. in doom, you
-> just kind of drop down, but in quake, if you fall of an edge
-> and your top heavy, you'll tumble. and your view will tumble
-> with you. of course it'll be very fast, but the whole world
-> will react accordingly."
->
-> pc gamer: "it all sounds very complex. the trick is, i suppose, to add all
-> this stuff while still keeping the game simple and intuitive"
->
-> jay: "absolutely. it has to be an intuitive game to play, so the
-> player can achieve instant success. with doom, all you need
-> are the four arrow keys, the fire button and the open door
-> key. other than that you don't need anything. you can achieve
-> instant success. you walk in, find somebody, press fire a
-> couple of times - and your successful. in quake, there'll be
-> more complex controls to deal with; you'll be able to take,

Message split, to be continued
-+- GEcho 1.10+
+ Origin: Gunsmoke BBS! 28800! V.34! (0494) 871293 (2:252/174)
***************************************************************************

Нi, All!

IMНO, это будет интеpесно не только Боpису.

Stas

--- GoldED/2 2.42.G0614+
 


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