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BLOOD 3

INNER CARNAGE

Postby BLOOD 3 » Tue May 16, 2006 07:28 am

Greetings, Hollow Men of the Internet,

I am a newcomer, but that makes no difference, since I'll vanish soon, anyway. I must say that I am excited that the old Blood game will be converted to an advanced version of the id Software's classic QUAKE engine (Shub Nurgath explodes!). I hope that they really improve upon the old Blood, such as improving the enemy AI, and making the other boss fights more dramatic (in my opinion, I was really hoping for the encounters with the other bosses to be more cathartic; more fleshed out so to speak). Anyway, unless you are bored already with what I'm writing, I stab the pitchfork right into the heart (metaphorically speaking). I felt that the story for the original Blood was emotionally powerful and well written, that after playing the shareware version, I hoped that the full-fledged version would be vaster and more imaginitive in comparison. Actually, the other episodes, while I loved the designs, were not as exciting or involving as I would have hoped. I would have expected to see more inspired environments, darker and more twisted realms, and a much more story involved levels like the first episode. I was excited when Blood 2 was being developed, judging by the pre-release screenshots and the concept drawings, it would be the perfect sequel for Blood. Now, I am not quite so sure if they did the best job. (Note: I haven't been able to play to full-version, so be fair). Jedi Knight and Half-Life 2 appear to be more inspired sequels, but never mind.

What I was suggesting is that a Blood 3 should be developed. And I'm not talking about a cheap fantasy concocted by a dumb fan, I mean a really inspired sequel. A game that would be powered by the Doom 3 or the really improved Source Engine (with loads of imagination backing it up). Think of the really big changes that have taken place in the gaming world today. Now, first-person shooters can bring the innovative fantasies from the child's basement to come true.

First, I suggest that the Transfusion team remake Blood 2 to the Unreal 2 Engine, with more episodes and vaster environments.
Anonymous

Postby Anonymous » Tue May 16, 2006 01:20 pm

1, There's no way to make Blood 3. At least no way for us. The title is still copyrighted.

2, UnrealEngine 2 sucks. The Quake 3 engine can do everything that UnrealEngine 2 can (expect the physics simulation - UE2 uses the MathEngine Karma for physics simulation. Q3 engine only has a very basic physics engine, but Ageia PhysX supports BSP levels, so it can be implemented to Q3).

And the Quake 1/2/3 engines are open sourced, and licensed under GPL, so that's why the team chose the Quake engine. We don't have 1.000.000 $ to buy the crapfest UnrealEngine 2.
Last edited by Anonymous on Tue May 16, 2006 01:38 pm, edited 1 time in total.
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Postby leileilol » Tue May 16, 2006 01:37 pm

Escorter wrote:Q3 engine only has a very basic physics engine, but Ageia PhysX supports BSP levels, so it can be implemented to Q3).


No you can't, it's closed source proprietary software.

Also the Darkplaces engine is advanced enough for everyone's needs, so there's no need to switch to Q3 either.
Last edited by leileilol on Tue May 16, 2006 01:40 pm, edited 1 time in total.
Anonymous

Postby Anonymous » Tue May 16, 2006 01:38 pm

But the SDK is free for non commercial use. And it's not closed sourced: if you pay $ 50k for the license, you get all of the sources.

But I don't like it. I'm prefering ODE.

And I'm not said we need to switch to the Q3 engine. But if the team makes TF2: Caleb's Awakening, it should be powered by the Q3 engine.
Last edited by Anonymous on Tue May 16, 2006 01:42 pm, edited 1 time in total.
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Postby leileilol » Tue May 16, 2006 01:40 pm

Escorter wrote:But the SDK is free for non commercial use.


Which still, does not comply with the GPL, since that also allows commercial distribution.
Anonymous

Postby Anonymous » Tue May 16, 2006 01:43 pm

CheapAlert wrote:.Also the Darkplaces engine is advanced enough for everyone's needs, so there's no need to switch to Q3 either.


*cough* QuakeC *cough*
Last edited by Anonymous on Tue May 16, 2006 01:46 pm, edited 1 time in total.
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Postby leileilol » Tue May 16, 2006 01:45 pm

What's wrong with QuakeC?
Anonymous

Postby Anonymous » Tue May 16, 2006 01:48 pm

Never mind...
leileilol

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Postby leileilol » Tue May 16, 2006 01:50 pm

Good. We don't need a Windows DLL > * argument either.
Anonymous

Postby Anonymous » Tue May 16, 2006 01:57 pm

Ummm... What? :roll:
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Postby DustyStyx » Tue May 16, 2006 04:09 pm

Personally I like the feel of the games on the Unreal engine, and have often thought it would be a good engine to do Blood on. Quake based games just seem so ridged. I can't point to something and say what it is, it's just the impression I get, maybe it’s the view bobbing, I don’t know. Unfortunately Unreal is not OpenSource, so it's pretty much a non starter.

As for what's wrong with QuakeC; QuakeC is not a real language outside of original Quake and everyone knows it. Here’s a big clue: id moved away from QuakeC for Quake2 and never went back. I’ve a prejudice that’s probably shared by a lot of people when it comes to wanting to learn how to program. Trying to force QuakeC on some one is like giving someone crayons and saying “Here, go paint the Monalisa.” Sure it can be done, but you know when you start, your not going to get the results you want. If your purpose is purely to sit down and write games for Quake, great learn QuakeC, otherwise people want to learn something that can be applied elsewhere, like Pearl or Java or C or C++ or C# etc. etc. etc.

All of that aside... please take time to read the FAQ, honestly... the whole engine debate is getting to be a bore. I don't want to see another "You should" thread without some compelling evidece to support it... like oh say... maybe a PLAYABLE DEMO!!!!!! $h!t!

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