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KickStarter BLACKROOM, an oldschool FPS from John Romero and Adrian Carmack - Kickstarter cancelled!

Sjukob

Arcane
Joined
Jul 3, 2015
Messages
2,052
Daikatana needs a proper remake .
 

Severian Silk

Guest
All these gay bright colours, nonexistant palette; it all looks so generic and boring.
What do you mean bright colors? The concept art looks mostly black and blue with some orange bits. DOOM was way brighter than this.
 

Kron

Arcane
Joined
Apr 18, 2009
Messages
642
Location
The dark throne in Algalord
This:
UI_Display.0.jpg


boot-hill-showdown.0.0.jpg


Vs. this:
30.gif


Meet_boss.jpg


Not sure how you see Doom as being more colorful. Sure, the game had some bright reds and blues here and there, but the palette was pretty homogeneous, and the game was purportedly dimly lit.
I know those are only concept arts for BLACKROOM, but we have to judge them as the visual reference to the game. In comparison, they are the typical generic bright orange and blue sci-fi stuff.

By the way, that Icon of Sin skull from Doom 2 was drawn by Adrian himself; has the guy totally lost his touch?
Many would probably claim Doom tries too hard to be edgy if the game was made nowadays. I would honestly have preferred if they went down that route... and they would probably have attracted a bigger audience, in the form of nostalgiafags. Right now, it looks like a generic sci-fi game in a sea of generic sci-fi games.
Oh well.
 
Last edited:

DeepOcean

Arcane
Joined
Nov 8, 2012
Messages
7,394
The campaign isn't that interesting, damn Romero, generic captain Mr. Scifi McDude shooting hologram hipster looking neon weapons isn't hype material. Where is the concept art of the enemies? Not a single first person view concept art? They spent a ton of money on marketing companies and Adrian couldn't be arsed to Concept art some aproximation of how the game might look like?
 

Metro

Arcane
Beg Auditor
Joined
Aug 27, 2009
Messages
27,792
For something done by Romero and Carmak this is generating next to zero hype.
 

Rossy

Novice
Joined
Nov 19, 2011
Messages
17
Well, the pitch is quite bad. But Romero is one of the few people whom I trust to at least try to make a good FPS. But no linux support? That's just unbackable for me.
 

J_C

One Bit Studio
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Developer
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Messages
16,947
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Pannonia
Project: Eternity Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
Only 122K...game not gonna make it. It seems these ex-id guys don't get kickstarter. Firts Tom Hall failing hard, now Romero. You can't ask this much money without showing something which blows your mind. And they should have really rode on the nostalgia-train instead, saying that they are basicly remaking Doom/Quake/Wolf3D, not this Blackroom thing.
 

Lyric Suite

Converting to Islam
Joined
Mar 23, 2006
Messages
56,164
New Romero Doom map!



Pretty easy compared to his other level he just released, and just about as incoherent. Didn't feel like the level design allowed for much of the 'fast' gameplay he keeps talking about, but there were a few 'Doom' surprise attacks that felt good.


Just played the first one he released.

Layout wasn't bad and monster placement was pretty good but yeah, the map was definitely incoherent and the texturing was all over the place.

Only 122K...game not gonna make it. It seems these ex-id guys don't get kickstarter. Firts Tom Hall failing hard, now Romero. You can't ask this much money without showing something which blows your mind. And they should have really rode on the nostalgia-train instead, saying that they are basicly remaking Doom/Quake/Wolf3D, not this Blackroom thing.

Romero appears not to be a learning animal.
 

Metro

Arcane
Beg Auditor
Joined
Aug 27, 2009
Messages
27,792
Only 122K...game not gonna make it. It seems these ex-id guys don't get kickstarter. Firts Tom Hall failing hard, now Romero. You can't ask this much money without showing something which blows your mind.
Unless you're Tim Schafer.
 

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,236
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Kickstarter is for nerd genres. First person shooters aren't nerdy enough.
 
Self-Ejected

Excidium II

Self-Ejected
Joined
Jun 21, 2015
Messages
1,866,227
Location
Third World
They deserve to fail. Come back with a more interesting concept. And gameplay FFS. It's UE4, slap something together in two weeks.
 

Athelas

Arcane
Joined
Jun 24, 2013
Messages
4,502
Kickstarter is for nerd genres. First person shooters aren't nerdy enough.
FPS's in general, sure, but I would think early PC FPS's are nerdy enough. Maybe too nerdy, that is: too niche and too small a fanbase, hence the lackluster funding.
 

Berekän

A life wasted
Patron
Joined
Sep 2, 2009
Messages
3,097
Might be niche (which I don't really think it is) but it's also an enthusiastic fanbase. After all there's already a gazillion wads for doom and lot's of them still being released every year. If the pitch had been any good they would be swimming in money already.
 

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,236
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
http://www.develop-online.net/news/...prototypes-great-tools-default-bagels/0219747

John Romero's secrets of success: no prototypes, great tools, default bagels
8a3e5af7bb8bbb239ec041e0c963e836.jpg


Id Software co-founder shares core principles from the iconic studio’s early days


Veteran developer John Romero has shared some of the secrets behind the success of the seminal Id Software team, which defined much of the FPS and the games industry.

During a talk at Reboot Develop today, Romero laid out the principles the Id team followed, and explained how they helped shape key titles such as Doom, Quake and more. While these principles mainly applied to the development days of the early ‘90s, they could be applied to studios today.

Discussing the studio’s prolific output – at one point releasing 12 games in one year, including multiple Commander Keen and Rescue Rover titles – the industry legend said the key was not to prototype.

“No prototypes,” he said. “Just make the game. Polish as you go. Don’t depend on polish happening later. Always maintain constantly shippable code.

"If more money is involved or there are more people are working on it, yeah, you're going to prototype, test ideas and throw stuff out. But if you're on your own and you know exactly what you want to make, just do it."

This tied in with Id’s principles about testing and quality assurance.

“We are our own best testing team,” Romero said, quoting the old Id ethos, “and should never allow anyone else to experience bugs or see the game crash. Don’t waste other people’s time. Test thoroughly before checking your code.

“As soon as you see a bug, you fix it. Do not continue on. If you don’t fix your bugs, your new code will be built on a buggy codebase and ensure an unstable foundation.”

He added that while Id developed multiple games, each team focused on one project at a time, without thinking about how the code could be used for sequels.

“Write your code for this game only – not for a future game. You’re going to be writing a new code later because you’ll be smarter.”

Romero also stressed the need for good tools, urging devs to spend as much time on them as possible. By way of example, he reference a tile editor he created – something that went on to power 33 shipped games, including Wolfenstein 3D and the Commander Keen series.

He also stressed that a studio needs to have a thorough understanding of the tech behind their game to ensure errors are easily made apparent.

“It’s incredibly important that your game can always be run by your team,” he said. “Bulletproof your engine by providing defaults upon load failure.”

Elaborating, he explained that Id used to add different art or audio assets to make it clear that something was broken during playtesting.

“If you’re missing a sprite, show a bagel,” he suggested. “If the theme tune isn’t loading, play something else so that it’s obvious.”

Earlier this week, Romero revealed his long-awaited return to FPS development with Blackroom, a crowdfunded title he is creating with the help of fellow Id co-founder Adrian Carmack. Find out more in our interview here.
 

skacky

3D Realms
Developer
Joined
Mar 5, 2013
Messages
2,506
Location
The City
Yeah launching a KS campaign without a gameplay prototype or even screenshots is a recipe for disaster, which is exactly why I didn't back it. If the demo convinces me, then I'll throw money.

EDIT: here's the post:
ChNxz_8WkAQKs54.jpg
 

---

Arcane
Joined
Dec 19, 2015
Messages
1,724
Location
Italy
Well, Bloodstained had almost no gameplay/sceenshots and it became the second most funded game on Kickstarter :M
 

Moink

Cipher
Joined
Feb 28, 2015
Messages
669
Well, Bloodstained had almost no gameplay/sceenshots and it became the second most funded game on Kickstarter :M

That was during the stage where any game with a big name attached to it could get 2m, people aren't throwing their money around like they used to.
 

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,236
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Well, Bloodstained had almost no gameplay/sceenshots and it became the second most funded game on Kickstarter :M

That was during the stage where any game with a big name attached to it could get 2m, people aren't throwing their money around like they used to.

Nah, Bloodstained was later than that stage. It was less than a year ago. Kickstarter's "anybody can get hundreds of thousands of dollars" boom was back in 2012-2013.

The reason Bloodstained got lots of money is because the market for revivals of classic Japanese console gaming properties is (or was) large and relatively untapped. Western shooter fans are a more hard-to-please bunch.
 

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