
Some good background practice going on up in here ^o^
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Ah yes, I believe that in a loose sense 3d is also considered CG- Computer Generated Illustration started out as a fairly vague field, and seems to have been narrowed down to more commonly refer to a 2 dimensional image that is made primarily through computer programs.
Hrm, maybe the state of electronic entertainment? I still play the N64 for my FPS titles and when I see modern FPS games I find myself losing interest- My theory is that because of all the extra memory developers build bigger environments just because they can and this results in players spending much more time just traveling and so they get less fighting done per map.
I wish I had a N64 xP I've allways wanted one. And I agree on some games like battlefield, where the maps are so huge it's annoying. But games like Counter-strike and Team fortress, the maps are small and have chokepoints you're forced to enter, so you have to enter the fight in one way or another.
Ah, then it's good to hear at least some companies are still thinking. I will say however that valve, while brilliant in making TF2, were absurdly overrated when they made the half life 2 games. I got the Xbox version of the original half life 2 and found it totally boring. Waaay too much walking around, the puzzles were never really as smart as they pretended they would be(and they seemed a lot like they were just tacked on), and worst of all the actual fighting in the game was just as simplistic as any other FPS title since Doom.
That's all too true, and I think the greatest failing of the weapon selection can be described as 'rapid fir' weapons. Looking at the new AVP game for example, they have a shotgun, flame thrower and a sniper rifle in the game but the ammo isn't regularly available for any of the three weapons and most of the fighting is mid range anyways- So the rapid fire weapons are your only real choice anyways. Similarly in other games, they have a few unique weapons but the fighting system is built in such way that for all intents and purposes you can't use them.
Makes sense, and even the launchers probably act in much the same manner right? There's really only two types of exploding weapons if you think about it- Impact(rocket launchers) and timed(grenades, mines, detonated explosives) so no matter how you dress them up they're either column A or column B. Personally, I think the ammo is what people should be thinking about rather than the gun- Like, how fast does it move and what happens when it hits.
Well I mean from the design standpoint- You can have all kinds of ideas about how cool your 'new' rocket launcher will be but if it just fires a normal speed projectile with a normal sized blast when it hits then all your designs on the launcher's graphics and sound will have gone to waste.
Ahh yes, every once in a while you get a nice little gem like that- I remember feeling kind of like it was a treat the first dozen or so times I reloaded the magnum revolver in the N64 game Perfect Dark. The character sort of flips their wrist to the side to make the six bullet chamber come loose, then they tilt the gun up to drop the used casings from said chamber and they push a bundled six bullets in to replace them. Lastly they the flip their wrist the other way to push the chamber back into place. It's little artistic details like that which make a player remember a game, rather than the miles and miles of terrain they had to cover to finish the level -nodnod-
That, and of course requiring players to physically store their equipment after they pick it up. Of course this will cost time, but it will make greedy players who stockpile ammo more vulnerable- If winning so commonly results from grabbing the biggest gun and the best ammo, then imagine how the system would operate if they actually had to use them like in real life; Bigger gun means slower aiming, especially aiming upward, and ammo for an explosive weapon is heavy and requires much more careful loading procedures. Of course it would be disliked at first but in the long run it would make players more strategic and honorable.
Heeheehee, thanks cousin ^w^ I actually based the background off of a 'sun room'(it might also be called a patio, not quite sure...) that I remembered from somewhere in my past years(though my memory never has been all that clear ^o^;) with a wicker chair in the place where I put the bean chair.
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