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The future of Unreal Tournament begins today

unrealengine.com

141–149 of 149 posts

Re: The future of Unreal Tournament begins today

#142
post #2

Not only is this a really awesome thing for Epic to do, it could have much further-reaching consequences than UT if it's successful. At the very minimum, it's going to be an excellent source of quality net/graphics code samples for UE4 developers. If it's wildly successful, we may see some neat ripples around the industry. Also, this thing is going to get Occulus'd, Hydra'd, and everything else. That's going to be fu…

A few fun ways this also looks like turn-of-the-century FPS world: -We could see an FPS rise in eSports prominence again -Mods built on top of one game create tons of variety accessible to one player base -Mod developers have an easy way to become recognized game developers Also, not related to the old Quake / UT / Half-Life scenes, but the marketplace for assets will be on top of a game that isn't Team Fortress 2, s…

We are already seeing an FPS rise in eSports again. CS:GO has held 2 $250,000 prize pool tournaments in the last 6 months. It's the second most played game on steam with daily peaks over 150,000 players.

Re: The future of Unreal Tournament begins today

#143
post #58

Earlier quoted context omitted.

I bet it will. The open-source competitive shooters I can think of (Warsaw, Quake3's Challenge Pro Mode mod [in the sense that it was designed by community]) all had interesting and complex movement schemes. And since we now have Github, all that awesomeness is just a pull request away...

There was even a Quake mod called "Defrag" which "de-fragged" the game (removed the killing), making it soley focused on movement. Really neat stuff; hard as hell but really rewarding when you start to get the hang of it. https://www.youtube.com/watch?v=QYBs_lslyuY

Racesow (Warsow mod) did the same thing. Except in the movement repertoire you also had wall jumps and dashes. Which meant you could keep your speed even when doing 360 degree turns.

Re: The future of Unreal Tournament begins today

#144

Earlier quoted context omitted.

Facebook has its own plans with Oculus, such as turning it into another Second Life-style social network. http://www.theverge.com/2014/5/5/5684236/oculus-wants-to-bui...

It is hardware - we can do as we please with it, we're not limited to Facebook's software.

The iPhone is hardware - we can do as we please with it, we're not limited to Apple's software.

Seriously, what fantasy universe are you living in where all hardware is open and easily used for whatever you want?

Re: The future of Unreal Tournament begins today

#145
post #58

Earlier quoted context omitted.

There was even a Quake mod called "Defrag" which "de-fragged" the game (removed the killing), making it soley focused on movement. Really neat stuff; hard as hell but really rewarding when you start to get the hang of it. https://www.youtube.com/watch?v=QYBs_lslyuY

I tried and gave up. Fragging is easier than controlling the motions. I was not even able to master strafing in-spite of seeing lot of youtube videos.

Depends of the tutorials you followed. I've started with double beat strafe jumps (where you do 2 jumps before the direction change), then switched to single beat and almost got halfbeat working.

https://www.youtube.com/watch?v=s-FDOhsUNrU (Warning very loud)

Re: The future of Unreal Tournament begins today

#146
post #34

Earlier quoted context omitted.

The interesting thing about the weapons was that most were rather slow-moving and projectile speeds were very important. So motion prediction was far more important than for modern shooters. Shooting someone out of the air with a rocket launcher was a feat.

One reason I loved the original Tribes game where the main weapons were slow moving like the spinfusor and grenade launchers. That, coupled with the high mobility (Jetpacks!) of the players lead to real duels that could last a while.

Such an amazing game and the modding community was huge.

I played PB_mod from 00-04'.

Re: The future of Unreal Tournament begins today

#147

It slightly concerns me that "the community" is going to have a direct say in UT4's development. First, many developers and pundits have said that whenever a community starts to dictate the course of a game, things often go south, since the most vocal members of a community very often don't represent the majority of the playerbase. (I believe TotalBiscuit has pointed to WoW as a great example of this, though I haven'…

Fuck appealing to the mass market, that's been the downfall of almost every good game.

Re: The future of Unreal Tournament begins today

#148

Earlier quoted context omitted.

It is hardware - we can do as we please with it, we're not limited to Facebook's software.

The iPhone is hardware - we can do as we please with it, we're not limited to Apple's software. Seriously, what fantasy universe are you living in where all hardware is open and easily used for whatever you want?

Cydia.

Re: The future of Unreal Tournament begins today

#149
post #108
post #87

Earlier quoted context omitted.

Most of the gameplay-affecting weapons are $2+ each (example [1]). It's true that they are sidegrades (it isn't just pay-to-win), but its kind of disingenuous to say they cost "mere pennies" [1] http://store.teamfortress.com/itemdetails/62839546

Unintentionally a bit misleading, but not disingenuous. The market value for an ordinary TF2 weapon, on sites like http://scrap.tf/ but also in the TF2 aftermarket generally, is usually the equivalent of about $0.014 . One you have a basic acquaintance with TF2 trading, the idea of buying weapons at the official store is so outlandish that it had genuinely slipped my mind that it was even possible until you reminded…

Ah, interesting. I haven't played TF2 since the player marketplace was introduced. It uses to be either buy from the official store or go through some pretty shady websites.
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