安裝 Steam
登入
|
語言
簡體中文
日本語(日文)
한국어(韓文)
ไทย(泰文)
Български(保加利亞文)
Čeština(捷克文)
Dansk(丹麥文)
Deutsch(德文)
English(英文)
Español - España(西班牙文 - 西班牙)
Español - Latinoamérica(西班牙文 - 拉丁美洲)
Ελληνικά(希臘文)
Français(法文)
Italiano(義大利文)
Bahasa Indonesia(印尼語)
Magyar(匈牙利文)
Nederlands(荷蘭文)
Norsk(挪威文)
Polski(波蘭文)
Português(葡萄牙文 - 葡萄牙)
Português - Brasil(葡萄牙文 - 巴西)
Română(羅馬尼亞文)
Русский(俄文)
Suomi(芬蘭文)
Svenska(瑞典文)
Türkçe(土耳其文)
tiếng Việt(越南文)
Українська(烏克蘭文)
回報翻譯問題
Unless id comes out with something specific, they're simply going in another direction. SnapMap was a fun little tool and some people made maps that rivaled the in-game maps. It just wasn't the solution to modding that most of the mod scene was looking for and in that it was a failure. It wasn't a particularly popular mode so for Eternal they aren't supporting it.
its a rly powerfull tool and i would be happy if ID will implement it. also if its a dlc for another 10 bucks...
the only issue with snapmap was the wrong lobby browser. if u want to play a map u have to choose a specific map. if u want to play the map with someone else he need to choose the exact same map at the same time and join this lobby to see if someone is there. so unless u want to play with a friend to meet in a lobby, u barely will see someone else in snapmap bcs there are tons of maps.
without a lobby browser which shows u open lobbys its a mess to find open lobbys... only that was leading snapmap to fail.
How times have changed. Hardware is going forward while software is going backwards.
think they did say they'd look at modding post-launch.. However personally I'm not getting my hopes up on that front.
well it actually wasnt perfect for the IA, the blocking box where a problem too...
also if you used to make maps you would know there are tones of objects and possibilites in there...
if there would be a snapmap DLC, anyways Im looking forwards to it
more like development is getting more complicated BRAH
The gameplay. Quit sacrificing gameplay for irrelevant stupidity
Im just pissed about 3D person cut scenes and long ass "quick time events"
Developing a video game is actually much, much, MUCH easier than it was 26 years ago, when DOOM was released. When people saw DOOM for the first time they thought it was black magic. They couldn't believe what was on their screen. And indeed it kind of was. They used so many tricks and workarounds, so much "computer magic" to bypass the limitations of their engine. Which, at the time, wasn't even outdated. DOOM 1993 was exponentially harder to develop than DOOM Eternal.
That and advertising/marketing, usually costs more than development, something I don't feel I need to pay for as I keep up with what I'm interested in and don't need nor want to be advertised to.
So, this simply isn't true at all, producing any sort of AAA experience isn't gonna happen with a small team today, and the quality bar and pressure expected from the public is so much higher today than ever before. In AAA teams you've people 100% dedicated to simply do modelling, animation, sounds, engine, game logic, project lead, art direction and the list goes on forever. Back in the 90s you could have people being all over the place and all employees being leads of their respective areas.
It isn't black or white but rather depends on what you look at. Back in the early 90s you didn't have the internet, and with wolf, doom etc many things were invented as they went along with geniouses like Carmack at the front. While certainly complex and without much outside help, in wolf and doom they still even managed to create the game(s) a long with the engine(s), and we're talking months here, but with quake 1 moving to the 3d space and a way more complicated engine it took a year to just get it ready before any real work on the game could be done.
Your comments seem extremly pointed towards getting dev-tools up and running and being an artist or level designer. Yes, it is in fact a lot easier to START using the tools already provided to get up and running on an existing platform, and to get help today as of the internet and all the ackumulated knowledge. But that's whats leveraged by extremly complicated engines like UDK or UNITY. If you actually want to improve the engines or make drastict changes and so on it's anything but easy, even today. Let alone building or keep maintaining your own engine like ID or DICE.
Also while game programming can be complex enough, understanding and mastering engine programming and to implement a new renderer or something is way beyond the scope of what most people could ever hope to do. As Carmack said, how we put people on the moon in the 60s isn't even close to as complicated as the problems that are encountered and solved withing game/engine/tech engineering
The fact that ID managed to finish the extremly complex DOOM 3 with about 20 people over 4 years is pretty amazing, compare that to them having 200+ employees today. Also i doubt carmack would see doom 1,2 as his most complex work, it's just redicilous as he was writing the core of many of their following engines such as quake,doom3,rage etc.
As well as cookie cutter engines like UE3/4 being easy to work with?
If the game is funny/entertaining or not is subjective , and even if it is a well executed game design it doesn't necessarily need to have any direct relevance to the engine. As previously mentioned, just look at UDK or Unity.
Frostbite is a result of many millions of man hours over the course of many many years, the same with UDK, ID tech & Unity, and most games for that matter. They are impressive pieces of tech that leverage amazing tools, and if the developers then use it to create bad games or good games doesn't need to have anything to do with the platform, unless the platform is bad from the begining of course.
Creating games in the 90s was a cakewalk compared to now. It was fast and you could get stuff into the engine in no-time. That isn't to say there wasn't huge challenges and amazing things achived, but games and especially game engines of today are way way more complicated than anything from the 90s. In the 90s the most complex thing was the engine, building the assets and game logic was fast, today the engine is still the most complex software but everything on top of that requires so much more work and quality. Once again, you've people dedicated to just model a single model during the entire dev cycle of a game like Cod.
Dusk isn't AAA so I don't understand how you even compare it. Doom 1,2 wasn't AAA either, at the time the concept barely existed. I personally didn't like Dusk but it's impressive for one person to have made and it's not obecjtivly bad, i just didn't enjoy it.