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About geX

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  1. I also forgot to recommend getting SOMA
  2. I would recommend getting The Witcher 3 - Game of the Year Edition and Life is Strange. Insane price tags for amazing games.
  3. The FPS MP market is highly saturated, its hardly a missed opportunity. It's owned by Blizzards Overwatch and CS:GO atm. Once in a while a new COD comes in and people play that. There is a big chance a Wolf MP won't make an impact. So making the decision not to make it is the sane choice here, when you look at the business and time to market aspect (and you have to do that). Not much you can do here that hasn't already been done by others currently on the market. Doom 16 could have lived without it as well IMO. It was even called Halo MP with demons. But that's just me, I'm moving more and more away from MP games as I get older.
  4. Just what I was hoping for this years E3! I love the announcement and the release is so close together. More should do it like that.
  5. I started my level designer days in Duke Nukem 3D and Build. Me and a couple of friends had a great time making our own MP maps to play in. I also once started a Diablo 2 mod for Titan Quest. But that never got very far. The Editor for it was a blast to use though.
  6. DOOM 2016 focused on one thing (mostly) and did that REALLY well. Combat. They never pretended or told you (the player) or us otherwise. Stuff like upgrades and what not they presented to you at it's own time when combat was "off". haven't heard people say DOOM 2016 combat is boring. In Prey they constantly throw stuff at you to do, often at the same time. "hey read this book", "hey upgrade your suit", "hey pick a new neuromod skill". Maybe I should just turn the popups off ingame ;)
  7. Also the protagonist in Prey is just another empty shell that you care nothing for, and therefor doesn't care about any motivations that person does or does not have towards the end goals. They get force fed by everyone else telling you what you should feel by calling you every 5 minutes to remind you that there's a plot you need to follow. And don't forget all the emails and books you have to read to know the world instead of just showing it to you. I enjoyed prey the most when I could explore the areas (loved the level design). I couldn't care less about my protagonist or her friendlies. Give me a reason to care! This is at least my biggest downside about Prey, but didnt expect much else really. It's what all "story" shooters struggle with. Also there are so many features that on their own are pretty well implemented, but not perfect. Crafting, stealth, shooting, resource management, looting, upgrading, skills etc. Why not focus on one thing and then do that. Show the player what you're trying to do really well. Doom 2016 did this. "We do this, and we do it well". They didnt pretend or say otherwise. Not a bunch of stuff slapped on top of each other because today we gotta have crafting or a huge amount of skill trees to give the players options. For me Prey lands somewhere in the middle. I won't say it sucks, but I'm not going to praise it either.
  8. Great mix of many things! Learning the engine, learning how to make a game, growing up (I was 16 when doom 3 came out (my birthday is the same day as the release date)), moving, school, work, break ups, small team, trouble with team mates, playing games, family troubles and death, refurbishing maps, ditching other maps, planning, vacation, summer (we usually have a slow period here), constantly getting better at level design, writing documentation etc. etc. (no sobbing!) Knowing what we know now, we could definitely finish something like this a bit faster.
  9. Hard to say really. Sorry! We already started on Phase 3 :)
  10. At first it was the transition from doom to doom 3 mapping. Each has its own set of tricks etc. to make it look and play great. But it was mostly the moving over to a completely 3d environment that was hard. It took a few years to master. But overall I think the hardest is to keep track of it all (like story, art design, puzzles, to do's etc.), and make everything consistent. I personally am a bit OCD when it comes to consistency across maps and working on bringing everything together so everything is part of the same universe and world you're creating. But it pays off in the end. And not surprisingly (given the many years we have worked on this) having to "settle" or compromise (often for the better) is very hard. You want to make the best thing ever, and at first we had a stupidly long list of features we wanted. But in the end you just need to pick the ones that drives the vision and story you want to get across, with the resources you have, and not so much what would be nice or super cool to have. The hard skills are "easy" to learn, you just have to keep at it. Though I still haven't learned how to use a 3D modeling suite yet (those are extremely bloated and incomprehensive to me). Soft skills are the hardest. Sure you can also learn these by doing and keeping at it, but sometimes you're at a certain place where you can't hone a certain soft skill any more and just have to admit that to yourself. But it also helps to know your shortcomings, so you can ask your team mates for help to a more specific degree.
  11. Thanks for the kind words GoatLord. Much appreciated! I for one keep working on it, because it's still fun. And I still feel like I'm learning. Each phase of the project has opened up a new set off skills you need to master and learn about. We have adjusted a buttload of things to the enemy AI. We've sped up the animations so they react/attack faster, we've sped up and randomized teleportation times, health, attack points etc. etc. Caffeine Freak can for sure go into further detail on what we've done.
  12. Chipping away on the Phobos. Working on the first room you begin our journey in.

    1. esselfortium


      Awesome. I'm still really eager to see what you guys comeĀ up with.

  13. We're not doing jumps scares etc like in Doom 3. But you will be feeling tense etc. We're moving towards a more action oriented game than a scary one.
  14. That's a really great question! It's split up among several documents on google drive. We have most design documents on there, so that we can collaborate wherever and whenever. First we have a document from the developers point of view where we ask any questions you can think of regarding the story. Anything from plot holes and general motivation etc. Super usefull document. You tend to forget things, and you can look anything up here. Then we have a document with questions for the main characters. This is a pretty standard writers trick. These are just an array of random questions that help you define characters, so writing them and figuring out their motivations is easier. Finally we have a game screenplay. Its pretty much like a movie screenplay in layout and style. It explains briefly from the player's point of view only, what he does and sees in each map. Most importantly it's here we have the dialogue written down. And when these dialogue encounters happen. Who says what etc. This document does not explain puzzles or standard action going on in the maps. The game screenplay is written based on the two previous documents. Before writing the others we had a pretty basic story layed out that are ages old in some document somewhere. A lot of stuff never changed and the maps were developed from this. So writing the game screenplay you also look at how the maps are played. I don't think we will be making any more dev blogs, but hopefully we can make some other update at some point this year.