half life 1 needs recognition

Post » Sat May 28, 2011 12:54 am

I simply want to point out that there are several spiritual predecessors to Brink in the parkour/movement tradition, and I don't mean Mirror's Edge and Assassin's Creed. I am referring to half life 1 mods which included Action Half Life, The Opera, and The Specialists. In particular, The Specialists offers a very dynamic (if more difficult and skill-demanding than Brink's SMART system) and very rewarding movement system. It would be nice if these mods were given a bit of recognition, in particular because they were often the products of not only some excellent underground development teams, but also their respective communities...SMART has not appeared in a vacuum. SMART is an amazing bit of technology and I think we all hope to see further innovation in the future, which can only be helped by listening to the community.

gloves0ff
aka bPm.CrAbWaLk

P.S. If anyone here can come up with a system whereby the player can control the rate of acceleration/deceleration in their movement with just the keyboard and a mouse and a flat area on the map....you will make it big, my friend, you will make it big. The key to the next stage in SMART-type systems of movement is this sort of control, because suddenly it puts total control in the player's hands, no more "scripted" terrain features are needed, and you open the door to advanced melee combat. Once this is done, nearly anything is possible when it comes to player control over movement.
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Ebou Suso
 
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Post » Sat May 28, 2011 5:10 am

Hah. Yeah I think most if not all devs out there would rather take the credit or at least not mention the spiritual predecessors. No slight on SD here, I mean in general I think it's just human nature. A brief plug for them in the dev commentary would be nice though, it's not like you'd have to put the modders in the credits or anything. Of course it's also entirely possible that the guys at SD have never heard of these mods and to their knowledge are doing something almost unprecedented.

One thing that bugs me is SD's insistence that "Colour in First Person Shooters is Back!". In case they haven't noticed there's been a few fairly mainstream shooters that have been credited with unique and colourful artstyles... cough TF2. However they still deserve credit for picking what would seem to investors to be a more risky direction for their game.


Anyway as for your teaser question, basically you have to push the M key rapidly with your tongue in order to move. Think of it as an accelerator, the faster you oscillate your tongue the faster your character runs in whatever direction you indicate with traditional WASD and mouselook. Now I know it'd take some getting used to.... and you'd actually have to clean your keyboards once in a while to avoid poisoning however I think this could be the next QTE or active cover system when it comes to canned features that devs randomly add in to their games. If this was implemented it'd also make gamers yet more appealing to the opposite six. Whereas before the stereotype was just that they're "good with their hands".... well I'm sure you can imagine.
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Stephanie Valentine
 
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Post » Fri May 27, 2011 11:16 pm

I simply want to point out that there are several spiritual predecessors to Brink in the parkour/movement tradition, and I don't mean Mirror's Edge and Assassin's Creed. I am referring to half life 1 mods which included Action Half Life, The Opera, and The Specialists. In particular, The Specialists offers a very dynamic (if more difficult and skill-demanding than Brink's SMART system) and very rewarding movement system. It would be nice if these mods were given a bit of recognition, in particular because they were often the products of not only some excellent underground development teams, but also their respective communities...SMART has not appeared in a vacuum. SMART is an amazing bit of technology and I think we all hope to see further innovation in the future, which can only be helped by listening to the community.


then it would also be nice if the people who made parkour in real life also where given some kind of at least reference in the game.


p.s. i do parkour and i hate mirrors edge
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Fluffer
 
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Post » Fri May 27, 2011 7:08 pm

P.S. If anyone here can come up with a system whereby the player can control the rate of acceleration/deceleration in their movement with just the keyboard and a mouse and a flat area on the map.... you will make it big my friend.

Pressure sensitive keyboard... am I rich yet?
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Abi Emily
 
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Post » Fri May 27, 2011 8:27 pm

lmao mirror's edge is bootleg if you've done parkour b4
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Javier Borjas
 
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Post » Fri May 27, 2011 10:31 pm

lmao mirror's edge is bootleg if you've done parkour b4

Agreed :foodndrink:
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Hairul Hafis
 
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Post » Sat May 28, 2011 4:59 am

lmao mirror's edge is bootleg if you've done parkour b4

still a good game regardless, Its just used as an example since its a relatively well known game which prominently features parkour.
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Julia Schwalbe
 
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Post » Fri May 27, 2011 6:29 pm

So uh i like how everyone is this post has done or is a pro at parkour talk about blowin it out your a$$
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Heather beauchamp
 
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Post » Sat May 28, 2011 4:00 am

So uh i like how everyone is this post has done or is a pro at parkour talk about blowin it out your a$$

never said we were experts
parkour's not that hard its just jumping over crap
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Dark Mogul
 
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Post » Fri May 27, 2011 7:31 pm

So uh i like how everyone is this post has done or is a pro at parkour talk about blowin it out your a$$

i like how one person uh, sort of attempts to derail the thread with an off-topic kinda rude remark. :stare:
Don't do that please.

I think most devs would be honest about what influenced them, if queried, but I also think that there are a wide range of things they could feel were influences vs. what you or I think is a noticeable influence. No law says they need to comment on it or owe anyone an explanation. :P
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Red Sauce
 
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Post » Sat May 28, 2011 6:01 am

- Novice, I like your idea, the hours spent playing Brink might actually pay for themselves with the dating scene...

- Thief, I like your idea a lot, but it is very unlikely to be implemented because developers won't include a feature that favors only those with such a pressure-sensitive keyboard.

The criteria are again as follows:

1. Only the basic Keyboard/Mouse setup can be utilized.

2. The player must be able to control the rate of acceleration and deceleration in their speed to a nearly infinite degree, with a cap on max speed of course.

The only games that have achieved this level of control are Quake or games/mods similar to Quake, which features Circle Strafe (aka "boosting" in the Specialists Mod). Basically, the player can accelerate beyond the base running speed by running in a tight semicircular or circular path. This energy can then be transferred to a jump, dive, walljump, flying kick, etc. The downside to this system is the unrealistic physics (running in a circle automatically speeds you up? what? lol), and the way the player just LOOKS when really using proper boosting methods (in other words you look like a jackrabbit on speed). So we need a better system.

In case anyone doesn't see the point in doing this or feels it's not that important to an FPS...imagine being able to suddenly change your speed! Gunfights are obviously going to be more fluid and dynamic, but what really shines is melee combat. Two opponents circling each other slowly, one leaps with startling speed towards the other only to be stabbed as his opponent whirls to one side, oh yes :) If anyone is still unsure how this would play out, check out The Specialists Mod on like Youtube or the actual mod or something. If Brink mixed a "boosting" system like this with SMART, there would be no need for a sequel for years to come, i guarantee it.
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REVLUTIN
 
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Post » Fri May 27, 2011 9:28 pm

the devopers arent on this forum man. this is the publishers site.
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Etta Hargrave
 
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Post » Sat May 28, 2011 6:51 am

If additional peripherals like The Logitech G13 gameboard become more common, you could use the anolog stick on that for smooth movement with velocity control, while still having your other hand free to use the mouse, thus gaining best of console gaming and PC gaming. I'm aware that this doesn't fit into Glove's criteria, but at least it doesn't involve creating new hardware, as there are several different companies carrying this, although they anolog stick may need to be swapped out for something pressure sensitive, I'm not sure as i have never used one.
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Taylor Tifany
 
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