Descent 3 Source Code
281–290 of 347 posts
Re: Descent 3 Source Code
#282Some friends of mine played Descent competitively, and I was amazed to learn about so-called trichording: to maximize your speed, you need to press multiple keys at the same time to travel along all 3 axes at once, e.g. forward/right/up. The best players zip around the map diagonally. I always assumed this was a bug-turned-feature, like skiing in Tribes. When I saw the repo just now, I looked for clues, but didn't sp…
It made people really difficult to hit when you were behind them.
I played against some ladder players and was amazed at their other order of magnitude skill.
Part of the reason those og games were so compelling to me is because they didn't really have a skill cap.
It would have been amazing to watch some of those matches in a streaming platform.
Re: Descent 3 Source Code
#283Earlier quoted context omitted.
Freespace was the (un?)official successor. Freespace 2 was incredible and I’d be willing to bet it holds up to this day. Nowadays we have the modern version of Elite Dangerous, but its flight mechanics are too close to aeronautic flight mechanics to compare to Descent.
I loved Freespace 2 - I played it through two times I think (with my flightstick no less) It was clearly a labor of love - way ahead of its time and would def hold up to this day in virtually every aspect
Man, I still can't believe I actually escaped that one the first time. That was the most amazing moment in the game for me.
Re: Descent 3 Source Code
#284I'm working on making an open source version of Yoot Tower (aka Sim Tower, The Tower II) that runs in the browser! https://github.com/YootTowerManagement/YootTower What led to this being possible: There was recently a discussion about elevators on Hacker News, and somebody mentioned SimTower and asked about the algorithms it used, so I gave Yoot a call to ask him, and he mentioned he wanted to open source it. I enthu…
Re: Descent 3 Source Code
#285Earlier quoted context omitted.
Drakona, sitting next to me: "Dcrazy? I remember a dcrazy!" There's still an active online community around Descent and Overload (Mike/Matt's spiritual successor.) If you look up Overload on Discord you'll find that server, and the #descent channel will have links to the various other Descent servers.
Hopefully only good memories remain :) I backed Overload and left a note about how important Descent had been to my career. I think my backer rewards were a free license and an Overload keychain. :) Writing D3 mods was a big reason I got a copy of Visual C++ as a birthday present. And I laid down an absolutely awful drum track for an album UNIX was recording with Stephan Jenkins (I think) from 3rd Eye Blind. An inter…
It's fun to hear from you! I'm glad you said hello!
Re: Descent 3 Source Code
#286Earlier quoted context omitted.
That’s the way I started but eventually used two FlightSticks. Banking movement with one hand (forward, backward, sideways), rotating around two axis with the other (barrel roll, pitch), and the thumb sticks I used for up/down and left/right. Although I might misremember some details. There was a time when I really wanted to add a pair of pedals, too. Ah, to have that much time to spare again.
I play Descent I and II today, on period hardware. How do you hook up two joysticks and have them be used in the game?
Re: Descent 3 Source Code
#287I played the original Descent over kali.net back in the day. Man, what great memories.
I've brought up Kali a few times on HN and never had anyone say they used it too. Glad to finally see another person! What an amazing piece of technology. I used it to play a modded version of Diablo's expansion Hellfire, which without Kali was single player only / LAN with a little hack. There was a great little community on that app.
Re: Descent 3 Source Code
#288Earlier quoted context omitted.
I thought about putting their actual names -- Michael, David, and Mark (even though Mark392 isn't really named Mark) -- but I thought it'd be funnier to just put their pilot names at first.
To add some missing context (though perhaps also to spoil my husband's joke) - Koolbear, whose real first name is Mike, founded and was instrumental in the life of the forum where the two of us met and has been a hero and inspiration to both of us. Jediluke, whose real first name is David, is the most vigorous and prolific competitor the game has ever seen, recognized by pilots of practically every era and environmen…
Re: Descent 3 Source Code
#289Earlier quoted context omitted.
I genuinely have no idea how people can stand inverted Y in an FPS. It makes no sense! You're controlling the way you look, not nudging the nose of a spacecraft. I'm very thankful that it's not the default.
If i remember correctly, inverted y used to be the default even for early FPS games. The option to turn it off (opt-out) was added later. The default was inverted (opt-in) even later.
And TBH i'm not sure how much defaults played a role back then, they all pretty much had very weird defaults :-P.
Re: Descent 3 Source Code
#290I loved loved loved this game. Never understood why this concept didn’t become a whole genre. No actual up, 360 degree freedom, enemies that were smart and could snipe you. Wasted many hours back then and very eager to try this out.
The subgenre is called 6DOF, and it does have games. But I agree it's not as big as it could be, and that the magic hasn't really been recaptured. Game developers seem to frequently have this same thought. Descent was good! This should be more popular! Someone tries every couple years or so, but the result generally disappoints.
It is my opinion that 6DOF games are difficult to make good, especially to the standards and expectations of modern gamers. The combat and level design are much more technical (or perhaps just differently technical) than someone from a flat FPS perspective expects, and as a result, the game design seems to have a lot of opportunities for technical mistakes to be made. I think more generic FPS developers, who remembered liking Descent back when our standards were lower, don't realize how much we've learned since then and how very much there is TO learn about the genre.
I find that aggravating. Every few years, the Descent community gets excited about a big 6DOF attempt, and every few years we get disappointed by the result. Even more aggravating, they generally make design mistakes that I think show ignorance of the genre. How does this keep happening? You wouldn't think of making an RTS, or a MOBA, or even a flight combat sim, or really any other very technical genre of game, without the expertise of the veterans and elite players of the genre. And yet 6DOF developers seem to me to do just that. I can only conclude that the problem looks from the outside to he easier than it really is.
I don't mean to sound arrogant! What I mean is that, I think the answer to your question "Why isn't this more of a thing?" is that it's a much harder thing than it appears to be. I think Descent's success can be attributed to a lot of things: to lower standards 30 years ago, to lucky or prescient design decisions, to a brilliant team enjoying the unique freedom of the wild world of 90s software passion projects, and to a lot of community involvement over time. And I'm not sure that's the whole list. I do think it should be a bigger thing now - there is a delicious flavor here and no reason this generation shouldn't love it too. But it's also apparent that Descent caught lightning in a bottle, and even I couldn't tell you everything that went into making it happen once but not twice. I can point to reasons that I think attempts to repeat it have been less successful, reasons that make sense to me as an expert player in the genre, problems I think I or a couple dozen pilots like me could help anyone avoid. But I'm not sure that explains all of the difficulty. Every now and again, some veteran pilot will take the problem into their own hands and try to make the next big 6DOF, and those projects are rarely finished and rarely good. It doesn't seem that hard, from a software point of view, and they know the game! Or think they do. And yet they fail. So genre expertise can't be the only ingredient, even if I think it's a necessary and usually missing one.
The problem is clearly harder than it looks. I think I know what to do, or at least one piece of the puzzle, but better warriors have been slain on that battlefield, and I haven't actually made the attempt, so I don't actually know. But I can definitely say this much: Developer beware! Here there be dragons!
Overload's good though. :)