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Incline WRATH: Aeon of Ruin - new Quake engine game from 3D Realms - now available on Early Access

Discussion in 'General Gaming' started by geno, Oct 23, 2018.

  1. Heretic Erudite

    Heretic
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    Then record one of you playing an unpussified level.
     
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  2. Jedi Exile Arcanum Patron

    Jedi Exile
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    Project: Eternity Shadorwun: Hong Kong
    This is some real old-school incline.
     
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  3. Heretic Erudite

    Heretic
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    Vulkan support?
     
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  4. Lyric Suite Converting to Islam

    Lyric Suite
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    Looks like this could have decent DM as well.
     
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  5. soulburner Savant

    soulburner
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    The interesting thing is it will have 4 player coop.
     
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  6. Deadman Arcane Patron

    Deadman
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    Pathfinder: Kingmaker
    Could this be THE ONE to surpass Arcane Dimensions?
     
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  7. Zboj Lamignat Arcane

    Zboj Lamignat
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    Graphics are cool.

    Gameplay seems... Ok.

    Not many types of enemies shown, but the ones that are there are lame. Kinda worrying, as the enemies in the Ion Maiden demo are generally lame as well.

    Weapons look and sound nice. Just get rid of that acid thrower, that one's gay af and reminds too much of non-shooters like Unreal.
     
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  8. LESS T_T Prestigious Gentleman Arcane

    LESS T_T
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    Codex 2014
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  9. Maggot Magister Patron

    Maggot
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    Codex 2016 - The Age of Grimoire
    What's with the CoD comparisons? Is it 2009 again?
     
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  10. Love Arbiter

    Love
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    Let's hope for the best: Co-op details?
     
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  11. geno Educated

    geno
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    MODDB interview:
    Show Spoiler

    Earlier this week, 3D Realms Entertainments announced WRATH: Aeon of Ruin, a new first-person shooter built using the original Quake engine. One of the most interesting aspects of the announcement, other than the seemingly huge task of transforming a classic engine for use with modern systems and tools, was the fact that the developer has turned to the Quake modding scene for help with the game, marking a true collaboration between developers and modders who are aligned to a similar classic, Quake-inspired vision.

    We spoke to 3D Realms' VP Frederik Schreiber to find out more about this collaboration.

    [​IMG]

    ModDB: This isn't 3D Realms' first project using an old engine, with Ion Maiden also in the works with Build. There's some fantastic dev diaries detailing new tricks that studio has implemented with Build, and I'm wondering if you have similar tricks or techniques you can reveal that you're employing with the Quake engine for Wrath?

    Schreiber: Absolutely! The Quake Engine has its own set of unique challenges. Not only are we now working in 3 dimensions (compared to the Build Engine, which is not "True" 3D), the levels are also much more complex and larger than previously. We're going to dive deep into our technical approaches with Wrath in a series of Dev.Blogs, similar to those you've read from Ion Maiden.



    How did you arrive at the decision to create Wrath with the help of Quake modding scene luminaries?


    First of all, working with the Voidpoint crew on Ion Maiden, has been a great experience. Utilizing the best of the best, from the modding scene of that particular engine, was a wise choice for us. For the next 3D Realms game, we wanted to take the next step, and develop a game using the Quake engine. Full 3D. For this, we started with the same approach. We wanted to find some of the best Quake scene modders and mappers to join the project. After all, they know the engine and workflow in and out. While doing this, we stumbled across KillPixel, who was working on his own project alongside a friend of his. The project looked very promising, so we decided to reach out and learn more about it. Shortly after, we decided to fund the project, and extend the team from 2 to 25. And here we are! Wrath has now been revealed to the world, and we couldn't be more excited!

    "We wanted to find some of the best Quake scene modders and mappers to join the project"
    [​IMG]

    How did you select particular modders to bring into the project? What kind of portfolio of modding work did the team find impressive, and subsequently, what skills did you focus on looking for considering the game's use of the Quake engine?

    The selection process was first and foremost based on a priority list of everyone KillPixel and I knew from the Quake mapping and modding scene, which we believed could add a ton of value to the game. Some had great portfolios to back up their experience in the Quake scene, and others were new to Quake, but showed a ton of passion and promise. We followed our reachout with individual interviews to get a better idea of their background, both in mapping/modding and personal.

    Lastly, some of our higher priority hires, started right away, while others were given Test-Assignments, so we could evaluate how well they would work with the rest of the team, how feedback would be received and implemented, and how well each hire works with planned deadlines.

    [​IMG]

    We've seen excellent modern editing tools made for old engines such as Trenchbroom - is the team employing any particular new tools that have been made by the modding community?

    We're using both NetRadiant and a special modified version of Trenchbroom. We're so lucky to have SleepwalkR (Trenchbroom developer) on our team, so there are a range of tools the mappers use. We're also doing some pretty crazy and custom code for the consoles version of the game, which we'll most definitely dive into in a dev.blog as well.

    "We're also doing some pretty crazy and custom code for the consoles version of the game"
    The Quake mod scene is interesting because a strong template for good Quake levels existed in the primary content created for the base game by id Software for modders to reference and explore. With Wrath, those modders are now creating this game's primary content. What kind of direction and references were they directed to explore, and how much of their own style and signature design can be seen in Wrath's levels?

    First of all, Wrath is very different from Quake. So it's a really good question. While Wrath does have similarities such as movement and air control, the way the combat flows, the types of puzzles, environments and general features we have in the game, are all very different. In order for designers to dive into mapping for Wrath, we gave them extensive documentation on all of the features of the game, so they had some context to work within. The maps are turning out great!


    Show Spoiler


     
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  12. skacky Prestigious Gentleman 3D Realms Developer

    skacky
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    ICYMI, Wrath is playable at PAX East in Boston this week-end! You'll also be able to witness a life-sized replica of the game's shotgun.
     
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  13. geno Educated

    geno
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    Last edited by a moderator: Mar 29, 2019
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  14. agentorange Arcane Patron

    agentorange
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    Codex 2012
    "New Blood Interactive just released DUSK, which is basically Quake with all of the fat trimmed. "

    Uh. What.
     
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  15. skacky Prestigious Gentleman 3D Realms Developer

    skacky
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    Wrath won the Editor's Choice at PAX East!
     
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  16. Durandal Arcane

    Durandal
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    Full playthrough of the demo level we saw only snippets of before

    The armblade lunge move looks like an essential part of your movement, so I gotta wonder whether there will be a quick melee button for it so you don't have to manually swap between weapons each time.
    Also that running zombie scream sure isn't going to be grating on your ears the more you hear it...
     
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  17. Lyric Suite Converting to Islam

    Lyric Suite
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    That's the scream my mother made the first time she caught me skipping school.
     
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  18. Diablo1_reborn Scholar

    Diablo1_reborn
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    Man, that new expansion pack for Turok looks great!
     
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  19. Wunderbar Arcane

    Wunderbar
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    [​IMG]

    It's summer already!
    Release the damn game before i piss meself
     
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  20. Gromlintroid Novice

    Gromlintroid
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    Loads of great FPS out this year- looking forward to this and the last episode of Amid Evil
     
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  21. geno Educated

    geno
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    [​IMG]
     
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  22. Wunderbar Arcane

    Wunderbar
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    "first taste" sounds suspiciously like early access :negative:
     
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  23. Ash Arcane

    Ash
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    Oct 16, 2015
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    Don't let me down. This better be good.

    I don't see much innovation (I'm absolutely sure there's some), but I don't care. I always said only when we get the gameplay and overall design quality back, only then will I give a fuck about getting back good ole design innovation too.
     
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  24. Deadman Arcane Patron

    Deadman
    Joined:
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    Pathfinder: Kingmaker
    This game looks really really really good.
     
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  25. taviow Magister

    taviow
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    Game looks excellent but anyway, that does sound a bit like early acess-speak.
     
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