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GoldenEye 007 Nintendo 64 Community, GoldenEye X, Nintendo 64 Games Discussion GoldenEye Cheats, GoldenEye X Codes, Tips, Help, Nintendo 64 Gaming Community
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mistamontiel 007


Joined: 17 Apr 2011 Posts: 849 Location: Miami, FL, CUBA  |
Posted: Wed Jun 26, 2013 1:15 pm Post subject: |
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While the world has supercomputers..
Lookin fine, keep at it, would love to see the PD character models _________________
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MJarcos Agent

Joined: 08 Mar 2012 Posts: 79 Location: My PC  |
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acceptable67 007


Joined: 16 Jan 2010 Posts: 1738 Location: US  |
Posted: Thu Jun 27, 2013 5:31 am Post subject: |
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I SEE LANDSCAPE IN THE DISTANCE! This is so beautiful.
I'm not the best modeller, and what I was trying to do came out unexpectedly as a candle... So here you go. _________________
Rare wrote: | Perfect Dark Forever. |
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MJarcos Agent

Joined: 08 Mar 2012 Posts: 79 Location: My PC  |
Posted: Fri Jul 19, 2013 2:25 pm Post subject: |
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The new version of the song of the Carrington Institute:
http://www.youtube.com/watch?v=JgA0cEOe44k&feature=youtu.be
Of course- it's the first version, can be improved! Tell me what you think of the music, we can fix everything! Soon we will bring more updates about the game itself. |
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Drache Agent


Joined: 22 Jul 2011 Posts: 23 Location: Germany  |
Posted: Sat Jul 20, 2013 9:08 am Post subject: |
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If I am allowed to share my feelings or throw out a critique about the song:
This new version of the song is still consistent with the original, meaning it still gives me the feel of going to work for my company in a future setting. Also makes me feel like I am observing my environment in a place loaded with information (aka the CI).
I think during "1:18" of the song where the middle riff starts might need a little work or something perhaps a bit mellow like in the original, however, I think the Éric Serra sound or that Goldeneye loop in there just makes the song richer - anything that keeps the parallels between Goldeneye and Perfect Dark is favorable.
Anyway, I am very excited to see what else comes along with this project. I will keep my eyes open.  |
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madmax386 Agent


Joined: 30 Apr 2008 Posts: 196 Location: New Zealand  |
Posted: Sat Jul 20, 2013 11:51 am Post subject: |
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nice like what you have done with it. |
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MJarcos Agent

Joined: 08 Mar 2012 Posts: 79 Location: My PC  |
Posted: Sat Jul 20, 2013 9:26 pm Post subject: |
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NEW MEMBER! Our friend Alberto Lizano is giving a huge force in modeling the weapons, get a loud with his work on Laptopgun!
http://img838.imageshack.us/img838/9634/oqq2.jpg
Any criticism and/or suggestions, just say! |
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PaRaDoX 007

Joined: 17 Oct 2009 Posts: 713 Location: Grid  |
Posted: Sun Jul 21, 2013 12:55 pm Post subject: |
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Looks rather bland, but that's probably because it is indeed supposed to look like a laptop, slap some textures on it and it will be fine  |
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MJarcos Agent

Joined: 08 Mar 2012 Posts: 79 Location: My PC  |
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00action 00 Agent


Joined: 21 Feb 2007 Posts: 445 Location: UK  |
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MJarcos Agent

Joined: 08 Mar 2012 Posts: 79 Location: My PC  |
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Sogun General


Joined: 15 Dec 2010 Posts: 661 Location: Valencia, Spain  |
Posted: Sat Aug 24, 2013 12:40 pm Post subject: |
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That's Citadel.
The pillars are troublesome because they cross the upper rooms, and the basement area looks like an outside area in GE but in reality it has a lot of other rooms above. Citadel really takes advantage of how the GE engine works (theoretically it was build as a test level) and I'm not sure how the level will work in other engines.
Keep up the good work. |
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The Extremist 007


Joined: 07 May 2006 Posts: 695 Location: Winnipeg, MB, Canada  |
Posted: Mon Sep 02, 2013 7:42 pm Post subject: |
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I've just noticed this for the first time. I'm a serious PD fanboy, so brace yourself for potential nitpicking and strong words...
First off, the engine. From a technical standpoint, it's looking great. Texture quality is nice, lighting/reflections are nice.
What I have seen of the level geometry appears to be pretty much accurate to the originals. This is important.
For me, being faithful to the original is the absolute most important thing. Remember, people love PD as it is, warts and all. We'll gladly accept higher res textures, fancier lighting, and smoother gameplay, but don't mess with the artistic elements like the character/weapon/level designs. Slight music remixing is ok, like higher bitrate samples and toning down the cheesier parts. But total reimagining like going from techno to orchestral or funk, or massive changes in tempo are bigtime no-nos.
Quite simply, when you're re-doing something, look at each part and say "does this NEED to be changed - and if so, HOW MUCH?"
I assume that the gameplay will be a 1:1 copy. Same acceleration, aiming mechanics, rotation speed, doors/elevators, etc. This stuff has the biggest impact on balance/fun factor, so if it ain't broke, don't fix it.
A new hud is ok, as are new effects such as sparks, lens flares, and bullet holes. But retain the old art style as much as possible. PD has a very distinctive look, and that's what we want - not a Crysis clone. Bright colours, high contrast lighting, limited shadows, lots of very shiny surfaces.
Grid, Skedar, Temple, Felicity, Warehouse, & Car Park have all already been nominated for the first slate of MP maps. I concur, especially with Car Park. The geometry and colours really represent the PD style, so if you can get it looking right, you're definitely on your way.
And be sure to keep ALL of the original sound effects. Weapons, footsteps, doors, alarms - ALL.
I await further news.  _________________ Pure hand-drawn goodness.  |
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MRKane 007

Joined: 11 Dec 2008 Posts: 1080
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Posted: Tue Sep 03, 2013 6:29 pm Post subject: |
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As a developer myself I'll be the first to stand up and say: go nuts. While it's great to stay honest to an original, if you want to play the original, then play the original.
For any development it's important to get your bones down and "work up" to not get caught up in project creep and to have a pretty clear idea of what you (as a team and a team leader) want to do from the start.
I say that because gaming is a living breathing dynamic thing, just as CoD rose to glory, so it shall fall to the next genre twist (but probably not before it's ruined a generation of gamers). The improved AI is the first thing that springs to mind in a remake with a modern engine, and little things like that can have a bit of a cascade effect, so don't be afraid to get the creative juices flowing like the guys at Marathon: Resurrection did - the end result was still true to the original while also being modern and quite different.
And in the end: have fun. If you're not having fun then you're developing a tool...not a game  _________________ No Mr. Bond, I expect you to be re-coded! |
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Kerr Avon 007

Joined: 26 Oct 2006 Posts: 926
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Posted: Wed Sep 04, 2013 4:02 am Post subject: |
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The Extremist and MRKane, I think you're both right and also both wrong. To me, this remake should concentrate on being identical to the original (well, aside from bug-fixes and maybe better graphics*), and then when that is done, then the people behind the remake should upgrade the game, add new weapons, new levels, new multiplayer game modes, a new single player campaign, whatever.
That way, the remake can simultaneously offer two modes, Perfect Dark Classic, and Perfect Dark Future, and the player can choose which one to play.
* For the Classic mode of the remake, if the graphics are improved then they shouldn't veer too much from the original (mostly just increase the resolution of the textures), as otherwise it changes the 'feel' of the game. The XBox 360 port of Perfect Dark falls into this trap, most of the graphics look better, but a few of them are different enough to make it not like the original game. |
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