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Good FPS?


Postby sponge » Jul 12, 2002 @ 8:02pm

holy internets batman.
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Postby Guest » Jul 13, 2002 @ 1:04am

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Postby Guest » Jul 13, 2002 @ 7:32am

This looks impressive but im worried that it might not be fast enough to be really playable.... :roll: Chopper Alley (Choppy Alley!) looked really nice on ipaq but sort of jerky unless you lowered detail option, but then it was blocky and hard to play anyway. I really hope that this is different.

And how many levels are there going to be? And will there be lots of weapons? a good fps NEEDS lots of weapons lol! :lol:
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Postby » Jul 13, 2002 @ 6:24pm

Firstly, you have my word that it'll be more than fast enough to be playable, with no need to degrade graphics into large, blocky pixels. And you can quote me on that. :)

Regarding map-making, Sponge is right on the money :) And although you will need a proprietary app from me, i can assure you that, if you've made quake maps in the past, then you will be well on your way to creating a GW map within a couple of mins. Probably even quicker if you're already familiar with Worldcraft. :)

While i'm on the subject of custom maps, i wanna mention the whole "full support for maps, models, etc" thing. I firmly believe that good support for custom mods can potentially turn a good fps into a classic fps. Part of the reason why Quake 1 is so great and is STILL being played today, despite being 6 years old, is because of its very active, massive user community. People are still making mods, maps, etc for it, despite there being later & greater engines available. GW is designed from ground-up to fully support custom models, maps, missions, etc just by either dumping it in and/or creating/editing a script. It is a little more work on our end but i definitely feel its worth it. It ultimately makes the actual game development easier also. Besides, after all the official levels are mastered, what the hell would you play otherwise? :P

The only thing that slightly worries me is that... Considering how many people found it a struggle to simply stick two bitmaps together for a Snails level, what kind of problems are people gonna have when creating fully 3d models/maps? Still, the functionality is there for those who can...

(Rob: "Best game on PPC"? Gee thanks, I'm doing my utmost not to let you down.. :) )
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Postby sponge » Jul 13, 2002 @ 8:55pm

T1, if you could add BSP support in the future somehow, this will truly be a great game to mod for, though if your map editor is done good, it will still be great. I would try to use as many standards as possible, ie using mdls for models, but this sometimes won't be a possibility looking at the limited power of a PPC, as a format may work better on the desktop. Storing all the files in a renamed zip, for example, will make things nice, or using ompiled DLLs for the game data, for easy, VERY versatile modability. I'm really looking forward to this game, so I want this to be the best it can :P

Are you planning to release a QTest.. er GTest? ;)
holy internets batman.
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General Windows Mobile discussion for end-users. Hardware, software, etc. This is also the forum to post your product announcements and other news.

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