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Steve Farrelly
Posts: 660
Location: Sydney, New South Wales
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ShackNews are reporting that the Xbox Live Arcade version of the Shareware classic, Duke Nukem 3D, is finished and now "in the hands of Microsoft" as far as getting it out to the very suspecting gaming public. According to the report, the final version of the game made it through the XBLA testing hoops on its first round, and all 12 Achievements have been approved and include milestones such as tipping strippers, stepping in doodoo and stomping on specific numbers of enemies (all 12 can be seen with the above link). There's no solid release date yet, but could this be viewed as something of a small rock rolling down a larger hill in the marketing and campaign avalanche that will eventually be Duke Nukem Forever? You be the judge. |
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| #0 11:04am 19/08/08 |
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Creepy
Posts: 1053
Location: USA
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A little old, but still makes me laugh: http://duke.a-13.net/
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| #1 11:12am 19/08/08 |
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JakeG
Posts: 239
Location: Brisbane, Queensland
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Shake em baby
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| #2 01:17pm 19/08/08 |
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Nathan
Posts: 2943
Location: Brisbane, Queensland
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3D games of that era dont age well graphically |
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| #3 04:36pm 19/08/08 |
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Mr Hardware
Posts: 3470
Location: Brisbane, Queensland
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Duke Nukem 3D was one of the last major game titles released built on the DOS platform wasn't it?
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| #4 04:40pm 19/08/08 |
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Tepid
Posts: 530
Location:
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it still has its charms |
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| #5 05:37pm 19/08/08 |
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thermite
Posts: 147
Location: Brisbane, Queensland
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I don't think the game engine in Duke 3D makes it dated, because I'm seeing a few games on the Wii and such that rely on combining 2D sprites with 3D calculations. I would consider it more stylistic, though in reality they would have gone with a newer engine given the chance.
This is interesting: Since Doom was not a fully 3D engine, it was considered to be a 2.5D game. This 2.5D engine design limited Doom to relatively simple non-overlapping map designs since it is not possible for there to be an exposed bridge or balcony that the player can both see over and walk under. In Doom, only a simple moving platform rising up in front of the player could allow the player to cross over a path they previous walked along below. I'd like to see less game engines strive to represent the physical universe accurately, and intentionally do more strange stuff like that. I realise in this case it was a result of limitations, not a design choice. |
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| #6 06:22pm 19/08/08 |
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Nailbomb
Posts: 2524
Location: Melbourne, Victoria
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Yeah duke3d wasn't a true 3d engine but was the closest thing to it at the time, it was quite clever in the way it was made to seem 3d. In a single room, the only way to create a object that gave a 3d effect like a bridge that you could walk underneath was done using a 2d sprite. But the real trick was having a room appear to be on top of another room. The editor didn't allow you to do this, the way around it was to put in an invisible teleport that would make it seem as if you moving to a higher/lower floor, the same technique was used moving from above water to underwater. If done properly, it was pretty seemless.
I spent many many hours building levels with the duke editor back in the day :) |
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| #7 06:58pm 19/08/08 |
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The GuVna
Posts: 739
Location: Brisbane, Queensland
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The gameplay looks amazing
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| #8 12:58am 20/08/08 |
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eighty-eight
Posts: 865
Location: Brisbane, Queensland
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duke nukem the movie would be the ultimate. ♠
edit: why is there a spade on the end of my post? |
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| #9 04:13am 20/08/08 |
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fpot
Posts: 15492
Location: Gold Coast, Queensland
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♠
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| #10 07:35am 20/08/08 |
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Spock
Posts: 852
Location: Brisbane, Queensland
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maybe you meant to say 'duke nukem the movie would be the ultimate spade'
dukes awesome no matter how long it takes to not come out "MUUUM, Duke won't come out of the closet!" |
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| #11 09:04am 20/08/08 |
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sagan
Posts: 1
Location:
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Lol in the duke movie.. checkout the duke ventrilo harassment.. "gtfo my vent server" hannd thats why u pword ya vent.. and have a public vent. |
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| #12 06:34pm 23/08/08 |
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