The Third Reich

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The Third Reich

Postby Reno » Sat Jan 08, 2005 11:09 pm

Well, i supose i can post this here, as it pertains to our game using Newton.

The Third Reich will be using Newton Game Dynamics.
Our main site is currently being upgraded, but i have a little splash sheet that will give you a general feel of the project, and general information.
If you have any questions, feel free to ask.

General game info:
http://users.pandora.be/wurtel/temp/test1.htm
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Postby Sascha Willems » Sun Jan 09, 2005 3:48 pm

Looking great! I played TTR back on UT some years ago and I ATM play RedOrchestra a lot.

The decision to move away from a MOD to a "real" game hopefully pays out, but what can be seen on your page already looks great and I'm looking forward to it.
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Postby Dan » Tue Jan 11, 2005 5:59 am

Project looks very promosing And the fact you already have a MOD Alpha version will surely aide development as to the direction you will take. One question though, What craziness made you opt for the torque engine?
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Postby Robert Lettan » Tue Jan 11, 2005 6:45 am

This is going to sound a bit blunt, sorry for that.
I hope that this is going to offer something to truely evolve on the current bland First Person Shooter formula.

The past two years we've been barraged with the same old same old FPS, most of them set in World War 2. To be perfectly honest I am getting a little worn of them. There is no real diversity even in the themes of these games, let alone the gameplay.

So it might just be something to think about while developing this one. Physics don't mean the game will necessarily be good, for example I'm not exactly fond of Half-Life 2 that requires you to use the physics throughout, but I enjoyed the atmosphere and depth of Doom 3 as well as the action and style of Unreal 2. I'm probably a minority, but just thought I'd pass on my view so you don't fall into the same pit-falls that make alot of games so blazé currently. :)

I mean on the subject of World War 2 games, well Medal of Honour on the Playstation pulled it off quite well because of how it was done, but alot of the knock-off games even the series follow-ups seem to have lost that to the commercialism of the situation. Again just my opinion though.
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Postby bal » Wed Jan 12, 2005 2:07 pm

Hehe, I didn't know The Third Reich was Belgian :) ? Nice work and cool you'll seperate it from Unreal.
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Postby Reno » Wed Jan 12, 2005 7:51 pm

Glad you all enjoy the look of it, and it does help alittle to have an alpha to base off of.

as for Robert: i agree.
it is very unfortunate that we are basically caught in the backblast of the huge sweeping motion of alot of( and usually bad or unoriginal) world war 2 games.
While physics dont make everything, they can help quite a bit in the feeling of a realistic situation( having an explosion take anearby wall and convert it into flying bricks everywhere doesnt hurt ;)
Our primary focus is to make the game realsitic and accurate, but alot of fun at the same time. A nity-grity look into what the battels of WW2 are like will help overcast the big, crappier games that have come out ;)
Gameplay and making you feel like a part of the entire scene is a big objective for us, and we fully intend to keep it.

@ Dan: what? afraid torque may be good? :p also, a community member managed to get a server up for the original UT, so if you wanted to play again....

hope that offers alittle insight, and answers some questions.
if you have any questiosn at all, go ahead and ask ;)
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Postby Robert Lettan » Thu Jan 13, 2005 4:38 am

Heh.. well i'll look forward to seeing what comes out. Hope you can provide something fun to play.

I still avidly play Goldeneye and Perfect Dark, because I still believe they are the best FPS games of all time. There was just so much that made them great, but it wasn't the technological forward thinking (that helped Perfect Dark though heh). It was more the little things that games still don't have.

It's simply things, like your arm and gun aren't as if your constantly walking around with your eye up against the butt of the gun. The way your gun and arm moved to point rather than the entire view moving and the gun staying static. The level designs just always felt like they fit as worlds working around you rather than created for a Linear mission.
I mean you play Perfect Dark, dataDyne : Espionage ... and the way you go through the building you can get lost with dead-ends, there are several ways to get to your objective. It makes you feel like your part of a world taking the wrong elevator and making your way to the President of the Company Office.

I hope that the realism level being discuss will include levels to be warzones that allow you to work out your own tactics and route rather than making people join through specific mission hoops. Should make it quite good.
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Postby Dan » Thu Jan 13, 2005 7:00 am

Reno wrote:@ Dan: what? afraid torque may be good? :p


Not at all :)

I used to use it myself until I found a cheaper more robust alternative.
However, The one saving grace of the torque engine is it's OpenGL + DirectX Library support.

I wish you the best of luck with your project...
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Postby Reno » Thu Jan 13, 2005 6:24 pm

Robert Lettan wrote:It's simply things, like your arm and gun aren't as if your constantly walking around with your eye up against the butt of the gun. The way your gun and arm moved to point rather than the entire view moving and the gun staying static.


Thats one of the coolest things. we plan on incorperating "free-aim", and for those of you who dont know, its where the gun moves somewhat seperately from teh camera, so the gun will move slightly before the feild of view goes with. its creeply close to real life. if you still need some reference, you can check the UT2k4 alpha video(keep in mind, its older ;) ) and look at the gun movement. pretty cool stuff. it is by far the most realistic feeling gun system i have ever used.

http://www.thethirdreich.com/forum/dloa ... file_id=21
note: use the =DCLI= clan mirror. 56.4 mb, compressed with DivX.

and i agree, its often the little things that make it feel more real :)

and Dan: im glad you found something that worked better for you, though i dont plan on giving up Torque for a long time(once i get a firmer grasp on how it all runs ill be able to pull off some crazy stuff i have lined up ;)
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Postby tentons » Tue Feb 15, 2005 2:49 pm

Torque is great. I'm going to use it, too.

Have you made any progress integrating Newton with Torque?

Good luck with the project!

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