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id Software Q&As

There's a John Carmack Q&A on GameSpy.com and a Tim Willits Q&A on HomeLAN Fed catching up with the id mainstays during QuakeCon. The Q&A with Willits is an article-format conversation with the id lead programmer covering various aspects of DOOM 3 development, while also touching briefly on Quake IV. Quake IV also comes up in the John Carmack Q&A, as id's lead programmer makes it perfectly clear that their next project will not be another sequel:

John Carmack: Wolfenstein worked out so spectacularly well. Inside id there is a group that really, really does not want to do another sequel. Our next game is not going to be a DOOM, Quake, or Wolfenstein sequel, it's going to be something new and that is a foregone conclusion.

We knew that we were going to license that out and let someone do it.

The work that was done with Wolfenstein, in the end it turned out great, of course, everybody loves it, but it was painful during the development. At one point we had every programmer at id working, trying to stabilize the code base to make things okay for shipping.

But still, we looked at that as a success and we are hoping to replicate that success with Raven doing Quake IV. Raven has always been our lead engine adopter. It was a foregone conclusion that Raven would get the Doom engine early, the only question was what they were going to work on.

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78 Replies. 4 pages. Viewing page 1.
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78. Re: Next Engine Aug 19, 2003, 13:29 Da-Fly
 
I say we all get our best ideas and tech-heads together and approach some little Eastern European developer to put everything together (like the small matter of the coding).

I reckon Croteam would take it on - in fact its probably what they have pencilled in for Serious Sam's 3rd encounter.

 
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77. Re: Next Engine Aug 19, 2003, 11:45 Moog Operator
 
I have considered using Mandelbrot sets for creating trees and such in an engine i've been fooling with, and suprisingly, it has been easier to program set, natural growth patterns into my plants... the major stumbling blobk I have hit is that when they get hit (all I have is essentially huge metal balls to throw around), regrowth is a bitch. I hope eventually I can get it to regrow after, say, snow falls and breaks branches.. but for now, just trees which grow a year in a day is pretty neat... after about 3 days running, whole forests abound, but all I really have is plants and big metal balls to toss at them. I couldn't imagine the work which would go into a whole damn planet, it's taken almost a year of on/off spare time to get plants which look right, and grow right.

 
STAY RIGHT WHERE YOU ARE, GET OUT OF THAT BED AND GET DOWN ON THE FLOOR, GET OUTSIDE RIGHT NOW, RIGHT HERE: GET DOWN ON THE CEMENT, I DONT CARE IF YOU'RE NUDE, GET DOWN ON THE CEMENT, I DON'T CARE IF ITS FREEZING! WHERES THE DRUGS, WE KNOW YOU GOT THE DRU
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76. Re: No subject Aug 19, 2003, 01:33 Ray Marden
 
That would be neat, but I would vastly prefer Dig Dug.

Having played both games to death,
Ray

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75. Re: Next Engine Aug 18, 2003, 22:29 MindTrigger
 
Yeah, I was thinking you are going to have to have the engine create trees, terrain, bodies of water using fractal math. I don't know how many of you were around back then, but I remember someone at a college created a fractal map maker for quake. It would generate completely random maps filled with water, items, spawns, mountains, bodies of water, etc. They were pretty small, but that was a long time ago. Still pretty damn impressive.

My guess is something like this will be employed for a globe sized game world. Take plants and trees for example. I don't know what kind of work it would take, but maybe you could do things like program tree species with certain characteristics, then have the game engine place them, size them, make each one unique, etc. Give them basic parameters associated with real world plants like how tall and short they can be, what their grouping characteristics are, how far apart they grow, what climates they grow in, maybe what region they can be found, are they deciduous or evergreen, do they bare fruit, flowers, on and on. Yes, it would be a lot of work, but you could create at least a limited catalog of plants and trees to start with. Maybe even employ some type of genetics system that would allow people to create new species themselves. Build safeties into them so the species can’t over-run your planet (unless you so desire). Could make for some fun experiments.

This is what I miss about the old days. There were so many experimental projects such as the fractal map maker back then. I even started working on an idea to use a game client as a browser for a 3d website. VRML sucked back then, and still sucks compared to game engines. I truly believe it will be game technology that takes us into the 3D internet anyway. I'm not a coder though, and the engines back then didn't have the graphics to make it worth the time. With Engines like DOOM 3 though, you could actually start to achieve projects like this.

I would love to get involved with something like this. If anyone reads this and thinks they can get the resources together, count me in!


 
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He cut the possum's face off then cut around the eye socket. In the center of the belt buckle, where the possum's eye would be, he has placed a small piece of wood from his old '52 Ford's home made railroad tie bumper. Damn, he misses that truck.
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74. q1/q2 Aug 18, 2003, 18:29 Frijoles
 
Speaking of remaking q1/q2.. anyone here still playing either of them? I'm wondering how the cheating is on the servers. That's one of the main things holding me back from jumping back in.. all the damn aimbots. I'd hope that with a smaller population, there wouldn't be as many cheats.

 
Avatar 6700
 
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73. Re: Next Engine Aug 18, 2003, 17:16 Moog Operator
 
Da FLy: We are actually very close to real worlds being rendered, and base don various interviews from carmack, DOOM3 will be a macro version of that. Currently, the only things missing to create an entire world with a depth of detail similar to doom3 are/were 64bit processors (4 gigs of ram will be very unimpressive in a year or two... 64 bit processors can handle TERAbytes of data), and people with enough gusto to actually make that much content, especially to that detail... 2d palm trees in GTA would look completely gay (as if they don't already IMO) in a renderer on par or better than doom 3. I can't wait until a renderer with that much juice is released... you are definetely right... imagine blowing up an entire building with c4, and watching it fall into another from a helicopter... that will be beautiful

 
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72. Re: Next Engine Aug 18, 2003, 17:04 Jedi Master
 
It's not the hardware--it's the programming difficulty. To program, code, test, retest, debug something like that means if they used the Q1 engine and started when it was released in '96 they STILL wouldn't be done with it.
It doesn't matter how advanced the game tech is, I can always find some limitation to the engine. I can always think of something that I WISH I could do.
Hardware will advance, programming won't. That's why we've been complaining about framerate and poor code optimization in games for over 10 years with no end in sight.


The Jedi Master

 
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71. Re: Next Engine Aug 18, 2003, 15:56 kanniballl
 
>"I wonder how close we are in terms of hardware to having a game within a completely interactive virtual world."

A friend and I were having that discussion a year ago. We figured at about 10GHz we'd be able to see some reall cool stuff like that. Then again, we were just bs'ing, so who knows when/if we'll ever have something like that.


 
"Space. It seems to go on and on forever. But then you get to the end and a gorilla starts throwing barrels at you."
-Fry, Futurama
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70. Updated Graphics Rule Aug 18, 2003, 10:56 NoGodForMe
 
Finally! They realize that old games are good, just suck because the graphics are outdated.
You wouldn't believe how many people love Tribes1, but don't play because the graphics suck.
Yes, give us Q2 with new graphics, then we can play Chaos, the best mod ever created.
Sure, Chaotic Dreams made it for UT2003, but it's not the same.
What's old is new again.
The only problem with this idea, is that all the cheat hacks would still be there. They'd have to patch the game to take care of cheats.

 
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69. No subject Aug 18, 2003, 08:47 Bunko
 
My favorite multiplayer game:

Day of Defeat!
I heart Day of Defeat. DoD kicks Quake AND UT's collective asses.

There was only one catch and that was Catch-22
 
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68. Next Engine Aug 18, 2003, 08:45 Da-Fly
 
Our next game is not going to be a DOOM, Quake, or Wolfenstein sequel, it's going to be something new

I wonder how close we are in terms of hardware to having a game within a completely interactive virtual world. Kinda like GTA3, but where you can go inside all the buildings, you can destroy anything - and for the whole thing to look as good as Doom3 (and be able to handle shitloads of people on-line with no lag).

I think the whole freedom-aspect would be a massive draw in itself.

The physics alone would be a nightmare to code, but an engine that could do all this (and do it well) would probably never be bettered.

 
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67. im lol Aug 18, 2003, 08:10 abelincon
 
This game will be pretty crap I think. id has never made a really good single player game. Doom was the closest thing to one, but that wasn't completely based on gameplay. The quake series single player was laughable. Isn't id the company that for the past 10 years has been completely adamant that none of their games need a storyline at all?

I played the beta and the graphics aren't that great anyways. Gonna pass on this one.

 
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66. Re: Hit boxes & DM Aug 18, 2003, 07:58 TiberiusBlue
 
they need to re-make bubble bobble with the doomIII engine.

how about pong & pac man?

Quake II would be cool, I would guess converting Quake II is a lot less work than to convert doom I & II, because you can probably automate some conversions (Maps?).
I loved Quake, when it came out, but the sp was from good to bad and back again

tada
tiberius

 
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65. Re: Old Games New Engine Aug 18, 2003, 07:45 vajbern
 

bind m " ; +mlook" // to bind constant mouselook to your "m" key

 
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64. Heretic 2 Aug 18, 2003, 06:36 Hump
 
Did anyone mention Heretic 2 yet? I'd love to see Heretic 2 get the Doom 3 treatment.

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63. Re: No subject Aug 18, 2003, 04:26 Ronin
 
they need to re-make bubble bobble with the doomIII engine.

Damn skippy.

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62. No subject Aug 18, 2003, 04:21 Vladislav
 

they need to re-make bubble bobble with the doomIII engine.


 
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61. great Q1/Q2 mods Aug 18, 2003, 04:18 Merc248
 
well... looks like i checked this thread at the right time. i've been getting so many damn old school mods for both Q1 and Q2, and im pretty much reliving the amount of fun i had back then. heres a few links:

http://singe.telefragged.com - slide, qtank, artifact

http://www.quaketerminus.com/addon.htm - whole bunch of Q1 addons... get fantasy quake, that one is really awesome

http://www.planetquake.com/teamreaction/ - jailbreak, gloom, qpong (had some REALLY great times on jailbreak, the community still plays Q2JB from time to time, but we moved on to JB:POW)

http://www.planetquake.com/doom/ - YPOD, the doom TC for quake 1... i find it better to play than generations Q2 in terms of playing the doom guy.

http://www.fileplanet.com/files/10000/10395.shtml - generations v.98, the foxed Q2 mod. funny that fileplanet still has it.

well... thats about it for the rare mods that i found enjoyable. action quake 2 and all those other mods are great as well, but im sure its easy to find.

 
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60. my €0.02 Aug 18, 2003, 03:24 MacD
 
For what it's worth, I loved UT for it's more tactical fighting...Q3 was just a twitchfest (which is also nice ;)).

Oh, and Tony!!!, I think it takes roughly the same amount of time to create a piece of content for the new games as for the old; we gotta do more, but do remember thaat the tools are much better now (hell, we actually /get/ (some) tools now instead of having to roll our own!)

Anyway, the modern engines allow for much more than just single genre content; they're sophisticated enough nowadays that (although they have their specialisations) the newest batch coming out (UT2k3 and up) can be used for most anything: chess to rpg to fps to chemical or social simulation.

As for me, I'd love to see the original civilisation done up on one of the new engines, with an x-com-like, rotatable, zoomable worldmap and real cities (and maybe an optional rts for the battles :)). Oh well, I can dream

This comment was edited on Aug 18, 03:48.
 
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59. Re: Old Games New Engine Aug 18, 2003, 01:03 Chance
 
Actually I owned them both Still do. Liked them both too.

 
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78 Replies. 4 pages. Viewing page 1.
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