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[Topic Ufficiale] : PREY
Apro un nuovo topic perchè ad essere sincero non sono riscitoa trovare quello precedente(ho cercato due giorni), dato ceh ha aperto il sito ufficiale non potevo più rimandare.
http://www.prey.com/flash.html
forza visitatelo gente http://forumtgmonline.futuregamer.it.../icon_wink.gif
pagina iniziale:
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Riporto anche qui gli aggiornamenti di PREY:
Iniziano gli aggiornamenti settimanali su Prey
E terminano i lavori sul codice, cui seguiranno test e presentazioni alla stampa specializzata.
3D Realms ha avviato gli aggiornamenti settimanali su Prey sparatutto in soggettiva annunciato su PC quasi dieci anni fa ma realmente entrato in produzione (come rivelano queste notizie) solo nel 2001.
Visitando questo indirizzo, e conoscendo la lingua inglese, potete scoprire alcuni dettagli "dietro le quinte" sulla lavorazione che, stando alle fonti ufficiali, è ormai terminata. Prey è infatti completo e giocabile dall'inizio alla fine, un'attività che sarà svolta frequentemente nelle prossime settimane al fine di eliminare i bug e altri "imprevisti" presenti nel codice.
Sempre per l'immediato futuro sono annunciate varie presentazioni alla stampa specializzata (siti e riviste) ma soprattutto nuovi aggiornamenti al medesimo sito, con altre e più interessanti informazioni.
by Nextgame
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Prey - Reportage Single-Player
Non è stato il freddo glaciale di quei giorni a lasciarci di sasso, bensì lo spettacolo che abbiamo ammirato e (in parte) provato due settimane fa a Monaco, nel sud della Germania. La sede di Take 2 Interactive ha spalancato le sue porte e ad accoglierci abbiamo trovato Tim Gerritsen di Human Head Studios, accompagnato da un PC portatile e da un certo... Prey! Il signorino s'è fatto attendere undici anni, ma ne valeva la pena! Seguiteci per questo primo speciale dedicato all'avventura single player di Prey cui seguirà il reportage dell'elettrizzante "hands on" multiplayer!...
Reportage
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://next.videogame.it/html/articolo.p hp?id=5408
Ci sono 2 pagine di reportage e immagini!!! http://forumtgmonline.futuregamer.it.../icon_razz.gif
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Prey in dieci filmati inediti!
Per approfondire la conoscenza con il promettentissimo sparatutto, sia in singolo sia in multiplayer...
L'acclamato sparatutto ideato da 3D Realms in lavorazione su PC e Xbox 360 presso Human Head Studios si presenta oggi nuovamente sulle pagine di Nextgame.it attraverso ben dieci nuovi video inediti ricevuti dal produttore Take 2, filmati di gioco che pubblichiamo per voi raccolti in due diversi file .zip.
Il primo gruppo è composto da quattro filmati che mettono in scena alcune sequenze di gioco tratte dalla modalità single player. In esse si evidenziano alcuni aspetti fondamentali di Prey come i due piani paralleli (reale e "spirituale") in cui si divide il gioco, la tecnologia dei portali e diverse tipologie di armi.
Il variegato arsenale disponibile e le intriganti opportunità di controllo della gravità sono in particolare evidenza nei sei filmati focalizzati sul multiplayer.
In entrambi i casi i filmati contenuti nei file .zip sono codificati in formato .wmv per la visione con Windows Media Player.
I Video
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://next.videogame.it/html/notizia.ph p?id=38252
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bellissimi i filmati, soprattutto quello dove si sdoppia per aprire il portello, denota un gameplay abbastanza vario http://forumtgmonline.futuregamer.it.../icon_razz.gif , la grafica è ottima e anche i filmati MP sono molto intriganti
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...ancora Anteprime!!!
Prey - Hands on
Sono undici anni che si fa attendere tra annunci, cancellazioni, smentite e ripartenze. Non avreste aspettato altrettanto a lungo nessuna ragazza, ma per Prey lo avete fatto. Ecco perché abbiamo preso il primo volo disponibile per andare a provarlo a Monaco, a temperatura -12 gradi…
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://www.multiplayer.it/articolo.php?i d=19672
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anche se il gioco mi attiva molto, ma molto, io a -12 l'avrei lasciato lì dove stà http://forumtgmonline.futuregamer.it..._icons/asd.gif
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Still more Prey fodder...
Prey where one looks - one cannot agree upon one the Machern of the Shooters which is in the final phase of the development: The PR machinery rolls enormously! And with all more or less all the same stating Previews and Specials e.g. the "Five Days OF Prey" we want to deliver the two most interesting video Footages subsequently of the last days again than condition alone versions:
On the one hand there the IGN interview with project manager Chris Rhinehart was to regard in that it again each quantity fresh Ingame material gives...
DOWNLOAD Prey: Chris Rhinehart im Interview @ Doom3Maps (38.14 MB)
... and on the other hand a new Filmchen, which shows you in all shortness the Multiplayer part of Prey, which can be expected, in action - barrier mill and Gravity SHIFT including:
DOWNLOAD Prey: MP-Footage @ Doom3Maps (28.42 MB)
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AGGIORNAMENTO #5
Prey Weekly Update #5
Hello again. Welcome back to the Prey Weekly Development Update.
Last week, we talked about the voice recording in the game. This week, it?s back to the usual status update - with something at the end of this update talking about the plans for next week. In the immortal words of Mills Lane: Let?s get it on...
First big thing to update on is the huge number of Prey previews hitting the net. These are all the results of the press tour from a few weeks ago, both when I was in Los Angeles/San Francisco and when Tim Gerritsen was touring through Europe. Joe from 3DR has set up a great page linking all the previews (as well as other Prey news).
Check them out - the response has been very positive, and each preview has different skews on the game. Some talk more on the single-player experience, while others focus on multiplayer or 360. And, if you haven?t seen the newly released single player and multiplayer videos -- well, dammit, go check them out in the Media section of the Prey site.
Speaking of Europe: Prey?s lead programmer, Paul MacArthur, spent some time last week in England visiting Venom. Venom, you may recall, is working on the Xbox 360 version of Prey. Paul was out there to meet with them face-to-face to discuss a host of issues, ranging from recent bugs to optimizations.
Meanwhile, back in Madison, Wisconsin. We?ve been receiving a large amount of feedback from 3DR on the game - listing bugs, tweaks, and game balance issues. In addition, 2K Games' QA department has been steadily adding bugs to the database.
Overall, it?s been business as usual around here. Everyone is cranking on the game, fixing bugs, optimizing code and levels, and tweaking things based upon 3DR?s feedback.
A number of new portal puzzles have been added to Prey, especially at the beginning. We felt that the portal usage could get even more intense earlier in the game, so we?ve been adding in even more puzzles and mind-warping portal coolness. I?d go more into the puzzles themselves, but I honestly don?t want to spoil these.
We?ve also been focusing on the combat in the game. The combat is definitely fun as it currently is, but we?re working with 3DR to tweak it to be super-fun. We aren?t doing anything radical to the monsters - the main things that we?re doing to beef them up is based around feedback and around sustained intensity.
*AI Feedback relates to the information the player receives during combat:
- Pain noises from the creatures.
- AI chatter: The creatures yelling taunts at the player and issuing commands to each other.
- Louder and more dramatic damage noises (sticky thuds when striking something with the wrench, or a great sizzle when hitting something with the Acid Sprayer).
- More visible and satisfying effects such as blood spurts and weapon damage effects.
- More visible pain animations on the creatures.
Sustained intensity in a fight relates to keeping the battle going for a longer period of time. Now there are a few ways this can be done, but for simplicity think of it like this: CreatureLifeTime * CreatureCount. You could fight one creature that lives a long time during the battle, or four creatures that live only 25% of the time of that one creature.
Which battle do you think would be more fun? Both can be fun, but in my opinion, the second one - you get the reward of killing four creatures instead of the one. Of course, the issue is way more complex as this doesn?t address the number you are fighting at once (is it all four at once or do they chain in one at a time? Or do they chain in two-by-two?), nor does it address how you fight those creatures. A single boss with multiple attacks and stages is a vastly different battle from a hoard of melee grunt creatures even though both may take the same amount of time.
Bottom line of sustained intensity, though: We?re adding in more creatures for you to kill.
Getting a fresh perspective from 3DR has been extremely helpful. They?ve pointed out some areas of improvement, such as the portals and combat mentioned above. I would imagine that Max Payne 1 & 2 went through very similar phases near the end of their development, too.
So, we?re still in the cycle of bug fix, optimize, and tweak. Speaking of which, I need to get back to this.
That about wraps up this week?s edition of the update. Next week, I have something planned similar to the voice recording update from last week.
And, what I?d like to do in the future is answer questions that people might have about the game. How about we do this: If you have a question, email it to 3D Realms here: [email protected] (don't forget to remove the nospam and fix the email address before sending). We will read through them and pick the top few questions and will answer them in an upcoming update. Let?s pick a deadline, too. Say, one week from today. Have your questions emailed in by February 17th and we?ll go through and answer a number of them.
Until then, stay warm. It snowed last night here in Madison (not too terribly - been a mild winter this year). Still, it?s cold enough outside. I suppose that?s a good thing, though. It keeps us inside, working on Prey. http://forumtgmonline.futuregamer.it...icon_smile.gif
Chris Rhinehart - Prey Project Lead
Human Head Studios
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Nick Taylor, one of the animators on Prey, works on Tommy's pose while holding the Hunter Rifle.
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Here Shane Gurno, Human Head co-founder and modeler, taking a break from working on a model in Prey.
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Ricordo che se ne parlava negli stessi anni in cui anche Unreal era ancora in stato embrionale ed a rischio di abbandono.
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AGGIORNAMENTO
Prey Weekly Development Update #6
Prey is the first product in which Human Head has used motion capture. In the past, we've always hand-animated our characters for a few different reasons - we know the time and effort it takes to animate a given character, we know what the results will look like, and because we needed the ability to easily tweak the animations. In Rune, the attack animations required a lot of tuning and tweaking throughout development. Now, in Prey - we decided during development to try using motion capture on our human characters, Tommy, Jen, Tommy's Grandfather, and various human NPCs that Tommy encounters on the Sphere.
Since we had never done motion capture before, honestly, we flew a bit blind at first. We first developed a comprehensive list of all animations in the game that would benefit from motion capture, this included such things as:
- Player animations (carrying each weapon, running, crouching, etc)
- Human NPC animations (idles, walks, runs, attacks, etc)
- Humanoid Creature animations (idles, attacks, runs, pains, etc)
- Experimental animations - ones that we felt might be better to hand animate, but wanted to try motion capture to see how that would work (a character floating inside of a tank is an example)
- All cinematic animations of characters walking from a specific point to a point, body language and gestures, etc.
Jeff DeWitt, Lead Animator on Prey, developed this comprehensive list from the creature AI list and from the script.
A small group of us then sat down and went over this list, expanding it as necessary by discussing what was needed, and even acting out parts of the script to get a better feel for what we would need.
Finally, with list in hand, Jeff and I headed down to Red Eye Studios, in Chicago for the actual mocap session.
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Here's a shot of the overall mocap studio. We're reviewing a previous animation at this point, so Geno (the actor who plays all the male character roles) is standing in the center waiting for direction. You'll notice that his suit contains a lot of reflective balls, each of these are recorded by the motion capture system to translate his body position into animation data.
The motion capture only lasted two days - the first day consisted of all of the female motion capture, and a few scenes where we needed multiple actors interacting with each other.
Grace McPhillips performed the role of all the female characters in the game - she did a great job despite the abuse she took (at one point, we hoisted her up in the air - for the floating in tank section I mentioned before) and then motion captured her while she was dropped to the ground. Yes, there was a mat there to protect her.
The next day, Geno Kett showed up to perform the male character roles. Like Grace, he did a great job acting out what we wanted and he took his abuse really well. One of the more interesting parts was getting the runs for multiplayer - in MP the player actually runs at an unrealistically high rate (the MP is designed for fun action, not 100% realism). We marked out the run speed on the floor in chalk and did take after take until Geno got as close as possible to the speed we wanted.
Speaking of chalk: We learned a pretty valuable lesson (one that other people who have done mocap before will say sounds like common sense): plan out your animations around foot placement and make sure you chalk the foot placement right away. A few times we would be a few animations into a sequence and realize that the foot placement had moved - and then would have to go back and reshoot the previous animations again to guarantee that the actor’s feet had not moved.
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Here Geno is acting out the role of a scared human trapped on the Sphere cowering for his life. Jeff DeWitt of Human Head stands in the background directing him.
If we use motion capture again, we’ll definitely plan things a bit more around foot placement, so that we record a series of animations in a row before the actor has to move their feet.
For cinematic purposes, we brought along the entire dialog to play for the motion capture actors. In directing these sequences, we explained the situation, and the general mood of the scene. Then, we played the audio of the dialog a few times so they were comfortable with it, then they simply acted along with the dialog. Typically it took a few takes but eventually we hit upon something that worked.
In the end, the motion capture has been a mixed issue - some sequences worked out really great when motion captured and definitely saved some time. Other sequences turned out okay and are currently undergoing in-house tweaking to get rid of some motion capture artifacts. A few animations probably shouldn’t have been motion captured in the first place, so they’ve been thrown out and replaced with hand animation.
Will we use motion capture in the future? Yes, we will - but, like most aspects of development, it’s a tool that can be used in certain places for certain things. Now having a better knowledge of the overall system and the planning required for it, we certainly will be more efficient next time.
Next week on the weekly update, we’ll be answering some of the questions that were emailed over this past week on Prey. And in a couple of weeks, we’ll have a special update focusing on the Xbox 360 version, written by the studio head of Venom Games. Venom are responsible for the 360 version of Prey. Should be great stuff!
Chris Rhinehart - Prey Project Lead
Human Head Studios
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At one point the motion capture system's hard drive was full. So we had a few minutes while they cleared out some space. I talked Jeff into Max Payne'ing onto one of the stunt mats. Six jumps (and a bruised shoulder) later, we snapped this fine shot.
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Puo essere che quel movimento alla Max sia di qualche nemico che si lanci e spari in quel modo...non credo che il protagonista abbia la facolta di gettarsi di lato in quel modo http://forumtgmonline.futuregamer.it.../icon_wink.gif
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Prey - Mini Intervista a Tim Gerritsen
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Monaco di Baviera – Tra una raccapricciante esecuzione e la caccia agli alieni che abitano l’astronave dove siamo rovinosamente finiti, abbiamo incontrato Tim Gerritsen, producer e curatore di Prey in carica presso Human Head Studios.
Mani saldamente ancorate a tastiera e mouse, nonché una stazza che ne permette immediatamente il riconoscimento quale americano Doc, Gerritsen ha risposto brevemente a qualche domanda senza perdere mai il sorriso sulle labbra.
Multiplayer.it: Cominciamo con qualcosa di semplice, quando potremo giocare a Prey abbandonati alle comodità delle nostre case?
Tim Gerritsen: Ancora non saprei, siamo vicinissimi alla conclusione, potrebbe essere prima così come dopo il prossimo E3 di Los Angeles. Del resto la versione che avete visto oggi on è ancora definitiva, mancano parte delle animazioni e delle musiche di Jeremy Soul.
Multiplayer.it: Passando più nel dettaglio, perché avete scelto il motore di DooM 3, e quali modifiche vi avete apportato?
Tim Gerritsen: L’abbiamo scelto perché il motore di Unreal era ormai arrivato al capolinea, questo nonostante nel 2001 avessimo cominciato a sviluppare Prey proprio su quel dato motore.
Quello di DooM 3 al contrario è all’inizio del suo ciclo, possiamo fare molto e per quel che riguarda le modifiche, abbiamo ritoccato la fisica legata alla gravità e parte dell’illuminazione.
Multiplayer.it: Saremo sempre soli all’interno del gioco o qualcuno correrà in nostro aiuto?
Tim Gerritsen: Durante il nostro viaggio incontreremo altri personaggi con cui coordinarci, ma niente tattiche alla SWAT così come non ci sarà nessun cooperative mode. Saranno solo compagni per un breve tragitto.
Multiplayer.it: Quale sarà la durata di gioco prevista?
Tim Gerritsen: Al momento pensiamo a non più di quattordici ore di giocato.
Multiplayer.it: Passando alla sezione multiplayer, quale sarà il numero massimo di giocatori?
Tim Gerritsen: Abbiamo optato per otto persone al massimo. Volevamo dare la possibilità di giocare almeno in sedici contemporaneamente, ma avremo dovuto abbassare nettamente la qualità grafica e di gioco, così abbiamo preferito limitarci. In merito, non ci saranno differenze tra PC e Xbox 360.
Multiplayer.it: A proposito di Xbox 360, come pensate di sfruttare l’elemento online?
Tim Gerritsen: Se ci riferiamo a Xbox Live, metteremo a disposizione per il download skin, mappe e molto altro, così come ci sarà un developer kit per gli utenti PC (probabilmente per lo sviluppo di Mod).
Multiplayer.it: E i futuri utenti della PS3 cosa devono aspettarsi?
Tim Gerritsen: Francamente non abbiamo ancora pensato ad una versione per la console Sony ma mai dire mai.
by M.it
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Nuovi dettagli su Prey, per console e PC
La presenza dei veicoli, la caratterizzazione del protagonista e le possibili differenze su Xbox 360.
Nell'ultimo aggiornamento al suo diario di sviluppo, 3D Realms ha risposto direttamente alle domande dei fan circa Prey.
Tra le informazioni inedite più interessanti, si segnala la presenza di alcuni veicoli controllabili dal giocatore: il primo annunciato è uno Shuttle (astronave di piccole dimensioni) che sarà anche protagonista di alcuni livelli pensati per il gioco in multiplayer. Il team creativo promette, inoltre, che non ci saranno differenze sostanziali tra la versione Xbox 360 e quella PC, soprattutto a livello di contenuti (trama e personaggi ma anche planimetria dei livelli).
Per quanto riguarda la caratterizzazione del protagonista, Tommy, è annunciato che parlerà durante tutto l'arco del gioco offrendo persino alcuni commenti "ad effetto" sulla situazione. Infine, per i lettori più esperti in tema di sparatutto, è annunciato che l'editor di livelli verrà distribuito poco dopo la pubblicazione.
by Nextgame.it
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AGGIORNAMENTO
Prey Weekly Development Update #7
Welcome to this edition of the Weekly Prey Update. This week, we're focusing on some of the questions we've received recently from you in our "Ask Prey" question a few weeks ago.
We received some really great ones -- far too many to be able to answer all of them in this one update. I'll save the other questions and try to answer many of them in a future Prey Update.
Without further ado, here are the questions and answers:
Travis asks:
Prey's caught my eye for a lot of its original and forward-thinking ideas. But there's a couple in particular that I'd like to hear more about. I hear that the game has a self-adjusting difficulty level. This worries me, because it supposes that there is a set degree of challenge that all gamers enjoy. Some less skilled players may want to play the game at a higher level because they enjoy a better fight, and some experienced gamers might just want a cakewalk on the first time through. Will there be a way to "bias" to difficulty adjustment to skew it higher or lower?
Also, I was wondering how the game is being balanced to preserve challenge with the Deathwalking element? Will enemies heal or respawn while the player is deathwalking so that when he returns he still has a real fight?"
The Dynamic Difficulty Adjustment (DDA) system has several different layers to it, the main one of which is based around combat. As you fight the various enemies the DDA system constantly monitors your progress: how quickly you kill each enemy, how much damage each enemy inflicted upon you before you killed it, and if the enemy managed to kill you. After the battle is over, the game uses that information to calculate how skilled you are against that particular enemy and slowly adjusts that enemy’s difficulty.
The DDA system also has the ability to do "spot fixes" where it detects if you are dying repeatedly in a given section. In that case, the system will slightly adjust the game to help nudge you past the section. Again, just a slight adjustment. The key to the whole system is to never make any dramatic adjustments, as that would be obvious to the player and break the immersion of the game.
You will be able to turn the DDA system off if you so desire.
DeathWalk: Enemies do not heal or respawn, but we are building in systems so that the player has a few seconds to get their bearings before the battle resumes -- for example, enemies are more likely to ignore you until you attack again after you resurrect.
Hayden asks:
"Of all the features of your game, the spirit walking interests me the most. How does it work? Is it an automatic trigger or manual trigger? Does it time out? Do you need some form of item to support it? If it's a manual trigger, how to you keep it from overpowering the gameplay? It seems overuse of that feature could make the gameplay too easy, making the game rather boring."
Once the player has obtained the ability to SpiritWalk (you cannot do this from the start of the game), they can SpiritWalk at any time, whenever they want.
We decided to not restrict the player from SpiritWalking, because so many puzzles rely upon leaving your body behind and venturing ahead in Spirit form to unlock areas or transport your body.
However, to balance this, you do not always have the ability to attack when in Spirit form. Only if you have enough Spirit Power can you use the Cherokee bow to attack enemies. Without that power you can still SpiritWalk, but you cannot attack.
We are pretty generous with Spirit Power, though as it turns out that it’s really fun and useful to leave your body behind and kill enemies with the Bow. And, it all depends upon how you want to play the game. Some of our internal testers like to leave their body and use the Bow often, whereas others prefer killing enemies with the more conventional weaponry.
Super_CK writes:
"I'm really looking forward to Prey, it's gonna be one of the best FPS' to come out in awhile. One thing that really has me curious though is the music. Most FPS games aren't really known for great music, but with Prey, it seems like there's a great opportunity to really have some good stuff going, considering the story and the main character. It kinda seems like the kind of score Jerry Goldsmith might write, if Prey were a big sci-fi action movie. Anyway, who's doing the music for the game? I really hope y'all got someone good."
We have about two hours worth of level music composed by Jeremy Soule and his brother Julian Soule, which is used both for ambient environmental music, as well as specific music (for boss battles and level stingers).
In addition, we have licensed various popular tunes for the bar scene in the game. I mean, what better way to get the feel of a roadhouse bar than having Judas Priest or Ted Nugent blaring out of the jukebox?
Spooger writes:
"I've read that Human Head is trying to make Prey as emotionally-charged as possible. Without giving away much story, what exactly is Human Head doing to ensure that Prey establishes itself as more than just a shoot-'em-up in terms of the story, character development, and how those elements will be presented."
Great question. As you mention, I can't say much without giving away too much of the story -- especially about the emotional moments. But, in terms of character development, very early in the game we deal with the theme of Tommy rejecting his heritage as he's talking to his grandfather and his girlfriend.
In terms of fleshing out the character of Tommy -- in true 3DR fashion the main character talks throughout the game. However, he's not just spouting out one-liners (Tommy does, however, have a number of amusing comments). Tommy's dialog is intended to reflect how a real person would react if put into this horrible situation.
Also, dude, you need a new handle.
Kreg asks these three questions:
"Will Duke Nukem get a special appearance in Prey ?
Will there be puzzles in Prey ?
Will there be space war (dog fight) in Prey ?"
1) Probably not. There are some fun secrets in the game, though.
2) Yes, definitely. The gameplay mechanics of SpiritWalking, WallWalking, Gravity Flipping and Portals all lend themselves to making some really mind-bending puzzles. We'll definitely be releasing more videos showing some of these puzzles in more detail.
3) Oh yes. The main vehicle in the game is a flying shuttlecraft (it's shown briefly in the E3 video). In that ship, you engage in space battles against flying enemy creatures as well as enemies piloting other shuttlecrafts.
Lionel asks:
"I was wondering what kind of (new) tools/features are included with prey for the mod community?"
We will be releasing all of the primary built-in tools for the game. We've made a number of minor changes to the Doom3 level editor (now dubbed Preditor). But, overall, if you're familiar with Doom3 level editing, you'll have no problem making Prey levels. Although, it will take a bit of a paradigm shift to think about ways to structure your levels around gravity flipping, wallwalking and portals.
Jouni had this great question:
"I'd love to know how much of the original 3D Realms design can we actually see in the final game? I mean, are some monsters / weapons / settings based on the original designs, or was the entire game "re-imagined" (as Hollywood likes to say it)? And if so; Was it hard to improve something as solid and innovative as 3DR's original Prey concept?"
Not much. When Human Head started on Prey, we worked from the core concept of a Native American reluctant hero who is abducted by aliens, and must fight his way back home. This was the core element that 3DR required carry across from the original design (well this, and of course portal technology).
While working with Scott and George, these elements were the ones they required. A few times we started to stray from these core elements, but they ensured that we stayed on track.
Everything else in the game, we were given free reign to design as we wanted. So, all the creatures, weapons, and other gameplay elements (such as wallwalking and gravity flipping) were designed here at Human Head. Of course, 3DR gave feedback and suggested enhancements to all these gameplay elements as we they were designed and implemented.
Kevin asks:
"How many vehicles will be in the game? Will vehicles be featured in any of the multiplayer maps?"
The primary vehicle in the game is the Shuttle, which is a one-man hovercraft which has a rapid projectile attack and short-range tractor beam as a secondary ability. The Shuttle is featured heavily in several maps, as the player pilots across enormous outdoor spaces in the game, fighting flying creatures and using the tractor beam to clear away obstacles.
The Shuttle is also available in multiplayer -- two of the DM maps are based around Shuttle combat.
Daniel asks:
"I was wondering what the difference will be between the PC and Xbox 360 versions of Prey. The best example I can think of was in Doom 3, the levels were "shortened" but you wouldn't know it without a side by side comparison. Quake 4 had something similar, but nothing really that noticable."
The content between the two are identical. No drastic changes were needed for the levels to get them to run on the 360. When 360 development was just starting, we did split several of the levels in half for memory reasons, but that was done to the PC version as well.
That said, we aren't opposed to making changes to the levels if necessary. Ideally, though, we'd simply do those changes to both versions to keep them identical (and to reduce the headaches of maintaining multiple versions of content).
Doom 3 was on the original Xbox, so I can see why those levels were shortened and altered. If Prey had to fix on the original Xbox, we would have had to do some pretty radical changes to the levels to get them to fix and to run at a decent framerate.
*Well, that wraps it up for these questions. Again a huge thanks to everyone who wrote in with such great questions.
Next week's update should be damn cool as we talk more about Prey on the Xbox 360, with an update by the Studio Head of Venom Games, Peter Johnson.
Chris Rhinehart - Prey Project Lead
Human Head Studis
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Re: Prey - Aperto il sito ufficiale!!!
Prey Weekly Development Update #8
Hey all -- welcome to the latest Prey Weekly Update. Originally, Peter Johnson from Venom was going to update this week on the status and progress of the Xbox 360 version, but due to their crunch his update will have to wait until a future update (possibly next week).
Like Venom, we're in crunch here at Human Head as the game is in late beta. We're getting tons of feedback from 3D Realms, Take2 QA, and other beta testers. Every day the game improves pretty noticeably.
I'm going to update with little snippets of thoughts on various things that have happened around here. Like I said, we're incredibly busy, so there's way more than this happening, but here are just a few:
Last week I was in Dallas visiting 3D Realms. Tom Chick from CGM flew in for the first single-player hands-on demo of the game. We showed him the first two hours of Prey, and then jumped around and showed him a few cool areas later in the game.
The game pretty much shows itself off now. In the past, it was 80% talking and 20% showing -- as we discussed the story and what we planned to do in certain sections. But now, those numbers have flipped. Most of the demo was just seeing the game and experiencing the story -- the 20% was us talking about what we had yet to fix and tweak, and talking about the history of the game and its development.
Recently I speed-ran through the entire game, taking stock of the following items:
*Action/Puzzles: Any long stretches of the game without any action or puzzles? (not many!)
*Tommy comments: Making notes of additional comments needed and which current comments could use reworking.
*Combat frequency: Is there not enough combat in areas, or too much? Do certain creatures show up too much?
*Death frequency: Did I die too many times in a given area before I was able to get through?
*Animation tweaks: Which animations could use reworking
*Sound tweaks: Any sounds that could use tweaking, or any places where the volume mix is off.
*General bugs: Just anything that seems wrong or is broken.
Michael Greyeyes (the voice of Tommy) will be visiting us in a couple of weeks to record new lines and re-record some previous lines that didn't work well, or had to change due to story tweaks. I'm compiling a (pretty large) list of comments culled from suggestions here and from suggestions from 3D Realms. I doubt we'll have the in-game Tommy say everything from that list, but we're going to record all these lines just in case.
More voice recording fun:
We brought in a local actress/singer named CJ Schellback to provide additional female voices and screams for the game. She did a fantastic job, with some excellent screams of pain and yelling such things as "Help me!", "Where am I?!", "What's going on?!"
Our recording booth is apparently not entirely soundproof as her AMAZINGLY LOUD screams of pain heard by one of the offices directly below us.
After several minutes of her screams -- someone from the office finally came up stairs and asked "Is someone being raped up here?"
Seriously. They didn't ask if someone was hurt or needed help. They go straight to raped.
In the future, we'll be sure to inform our neighbors of our voice recording sessions.
We're reworking the final sequence of the game. The previous version was a bit abrupt and didn't properly convey the story in the way we wanted to wrap things up -- the new version is longer, better explains things, and is damn swanky-looking, too.
Can't mention more of this, though -- as it would be spoilers. I will say, however, that the end sequence has the coolest Earth model I've seen in a game yet!
Music: We're incorporating the latest Jeremy Soule music into the game. Very nice stuff. It's amazing how the mood of an area changes radically when music is added. There's still quite a bit more music from him coming soon -- all in all, Prey will have about 2 hours of music from Jeremy.
We're also looking at getting more bands for the jukebox (which is in the Roadhouse near the start of the game, and also makes an appearance a few times on the alien ship). We already have some major label stuff in the jukebox and Ed is looking at some more indie-bands as well. Also, music related and interesting: Killer music from development materializes.
Later today, we're having a multiplayer stress test here at Human Head. We have weekly multiplayer tests to check for bugs and generally playtest the levels. Typically it ranges from 4-6 people playing (whomever is free at the moment to test). Today, we're focusing on all 8 players in the game, and are looking for bugs and any places in the maps where the flow chugs down.
Each week, 3D Realms receives a new build from us. Typically, I include a changelog of some of the more interesting things that changed (based up their feedback of what they wanted changed/fixed). George mentioned that it would be a cool thing to include in this update. So here it is:
-New weapon selection menu
-Multiple quick save slots
-New wrench alt-fire raise animation
-DeathWraiths now have a probability of 50% blue, 50% red
-Many more mutilated humans working on stuff and shuffling around throughout the game
-You have three seconds of invincibility when you return from death walk
-New initial load screen
-Beer bottles no longer float in Roadhouse
-Jenny properly holds and throws the sponge now
-JukeBox should always have a mouse cursor
-Roadhouse: Timing is different on the dialog now, so you can play with the games all you want, going back down by the bar will continue the dialog scripting
-Drunks have fight animations -- still need stagger around animations, though.
-FTC: New Hider sighting -- dialog is temp, though
-Art Bell radio sequences now start and end with music snippets. Recognize it?
-Hunters are toned down slightly -- bigger pauses between their shots. Maybe toned down too much right now, though?
-Spirit Arrows are much more dangerous now. Also, more spirit power is given from enemies. This seems to be creating a positive feedback loop that we don't necessarily want, though.
-Leech Gun: The tips are in, but we are going to add a picture of the leech gun itself to make it more clear.
-Swipe animations are in for using things (especially in Roadhouse). Anims will be tweaked further.
-Many more leech nodes added throughout the game. Pass isn't final, though...will still be more added.
-You can shoot the robot vacuums (done especially for George)
-Laser beam eye stalks can not longer be shot. You have to avoid the beams, trigger them, or spiritwalk through them now.
-LOTA D: In progress, but new set-up for Grandfather. Play it to see where he's located now.
-Cilia are triggered by spiritwalking players (so you can't walk through them)
-Jetpacks rockets are slower
-Four-legged Harvesters have been debuffed slightly
-Head shots from the sniper rifle decapitate the mutilated humans
-Poker/blackjack rules fixes in Roadhouse
-Lots and lots of bugfixes
Well, that's all for this week. Next week (hopefully, if he can tear himself away from crunch time), Peter from Venom will update on the 360 version and anything he feels like talking about with that. In the meantime, stay out of trouble.
Chris Rhinehart - Prey Project Lead
Human Head Studios
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Re: Prey - Aperto il sito ufficiale!!!
Bello verso fine marzo finalmente se potrà giocare
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Re: Prey - Aperto il sito ufficiale!!!
Citazione:
Jamyx ha scritto lun, 06 marzo 2006 alle 18:29
Bello verso fine marzo finalmente se potrà giocare
...fine MARZO??? e dove l'hai letto http://forumtgmonline.futuregamer.it...n_rolleyes.gif
Al massimo devi dire FINE Aprile - META' Maggio o MASSIMO FINE Maggio http://forumtgmonline.futuregamer.it...ns/sisi1xy.gif http://forumtgmonline.futuregamer.it.../icon_wink.gif
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Re: Prey - Aperto il sito ufficiale!!!
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Re: Prey - Aperto il sito ufficiale!!!
ah ma mi ricordavo che una volta la data era verso fina marzo http://forumtgmonline.futuregamer.it.../icon_razz.gif
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Re: Prey - Aperto il sito ufficiale!!!
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Re: Prey - Aperto il sito ufficiale!!!
AGGIORNAMENTO
Prey fa un giro completo su console
Il diario degli sviluppatori accenna al passaggio PC-Xbox 360 e alla fluidità del titolo completo.
3D Realms ha aggiornato il suo "diario" dallo sviluppo di Prey, sparatutto in soggettiva annunciato per la prima volta nel 1997 (non è un errore di stampa). L'ultimo aggiornamento si concentra sulla versione per Xbox 360, affidata a Venom Games.
Si parla, soprattutto, dei controlli e della necessità di offrire anche su joypad quelle "finezze" presenti e disponibili agli utenti di mouse e tastiere. Restando in tema tecnico, il team creativo sta ottimizzando il codice per raggiungere l'obbiettivo di una fluidità stabile a 30FPS, cercando di sfruttare i tre "core" presenti nella console Microsoft. Già ora, comunque, viene garantito che le due versioni saranno identiche fino al più piccolo pixel.
by Nextgame.it
Per altre informazioni e dettagli,trovate QUI l'indirizzo originale in inglese,del Prey Weekly Development Update #9 e qualche screenshots sempre della versione Xbox360.
http://img153.imageshack.us/img153/5...buttons3zg.jpg
Screenshot showing controller layout
http://img153.imageshack.us/img153/3...nomteam8sv.jpg
The Venom Games gang gathers for a company picture.
http://img238.imageshack.us/img238/5...shot28a9wn.jpg
Screenshot from Xbox 360 version of Prey
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Re: Prey - Aperto il sito ufficiale!!!
Domanda un pò scema ma il gioco quando è ambientato?
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Re: Prey - Aperto il sito ufficiale!!!
ad essere sincero non lo so http://forumtgmonline.futuregamer.it...ns/sisi1xy.gif , penso un ipotetico presente dove appunto ci sono gli indiani che purtroppo vivono in zone confinate http://forumtgmonline.futuregamer.it...ns/sisi1xy.gif .
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Re: Prey - Aperto il sito ufficiale!!!
Citazione:
Jamyx ha scritto lun, 13 marzo 2006 alle 01:59
Domanda un pò scema ma il gioco quando è ambientato?
Non si sa Jamyx,ma per me ai giorni nostri...magari se sai l'inglese dai un okkiata a gli aggiornamenti che man mano ho postato http://forumtgmonline.futuregamer.it.../icon_wink.gif
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Re: Prey - Aperto il sito ufficiale!!!
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Re: Prey - Aperto il sito ufficiale!!!
PREY Anticipato
Secondo gli ultimi comunicati rilasciati ai maggiori rivenditori, Prey dovrebbe debuttare nei negozi il prossimo Giugno e non più a luglio come annunciato precedentemente.
Spaziogames.it
Staremo a vedere!!! http://forumtgmonline.futuregamer.it.../icon_razz.gif
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Re: Prey - Aperto il sito ufficiale!!!
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Re: Prey - Aperto il sito ufficiale!!!
AGGIORNAMENTO
Prey Weekly Development Update #10
Hello again and welcome to this week's edition of the Prey weekly update!
First off a huge thanks to Peter Johnson at Venom for taking the time out of his schedule to write the great update last week on the Xbox360 version of Prey.
Wow, so what's been going on here? It's been a crazy busy week
In terms of production, we've been focusing on:
-bug fixes from 3DR and Take 2 QA
-map optimizations: Over the past couple of weeks, there's been some pretty large optimizations done to the maps. Visually they are essentially the same -- most of the optimizations have been ensuring that entities in other rooms cease thinking as necessary, additional corridors or doors added as needed for vis purposes, removing redundant geometry where found, etc.
-feature tweaks: a number of game feature tweaks as requested by 3DR to polish the experience. For example, things like tweaks to how some of the weapons function, a screen effect when you are very low on health, some AI tweaks, etc.
-level tweaks: similar to the feature tweaks above, the level designers have been adding in sections as needed to expand the gameplay in levels, and also moving elements around so they are properly introduced and utilized.
animation tweaks: The animators have been crunching hardcore to clean up the motion capture data. A lot of work has gone into cleaning up the motion capture data. The data had a lot of hitching, and issues when blending between different
-animations. So far the animators work has fixed things up pretty well -- only downside is that it's very time-consuming for them. Once the cinematic animations are complete, the animators have a good-sized list of things to tweak throughout the rest of the game, from weapon animations to creature animations.
A new contract animator has joined us to help finish Prey. Eric Weiss has a background in both film and computer game animation, having worked on such movies as Final Fantasy: The Spirits Within, Godzilla, and most recently, Superman Returns.
On Prey, he's been focusing first on learning the animation pipeline from Maya into Prey, and has been doing work on one of our boss creatures. Very cool having him aboard and helping make the animation rock.
Check out his IMDb page HERE.
Michael Greyeyes, the voice of Tommy, was here at Human Head on Monday and Tuesday recording new lines for the game, and re-recording some older lines. It was a busy couple of days, but we managed to record around 250 lines. Will we use all of those? Probably not -- our goal is that Tommy comment mainly about critical things. While it's very cool to hear his voice as you're playing, you obviously wouldn't want to hear him comment every 5 feet - you'd likely be saying "Shut up Tommy!"
As always, Michael was ever the professional who clearly enjoys his job. He nailed most of the lines in only a few takes, and had fun joking around a bit and ad-libbing a few lines.
Ed Lima, Audio Director at Human Head, along with some folks from Creative Labs will be giving a presentation at the Game Developers Conference next week on audio in Doom 3 engine games. Ed will be discussing some of the audio features added to the game to not only make things sound more realistic, but also features added to make the game more enjoyable. An example of this is voice ducking technology which lowers surrounding sounds when an NPC is talking, so their voice stands out above ambient sounds.
If you are at GDC, make sure you stop by and check out the presentation by Ed and Creative Labs. Additionally, Ed's talk at GDC will be next Friday the 24th at noon EST, so if you happen to be there, check it out to hear Ed's insight into Prey.
From the "No TV and no beer make Homer go something-something" department:
Of course, during all this hardcore crunching, we still have to take the time to blow off some steam. Now that the Guitar Hero craze seems to have all but died down here at the office, it's been replaced by some new sounds: The clang of swords and howls as heads are lopped off. A few of the guys here have taking up playing Rune Deathmatch again. Brings back such memories to hear those sounds once again echo through our offices.
We received some great feedback on the changelog from two weeks ago, so here's this last week's changelog as sent to 3DR. Warning, some spoilers might be in here -- but any major spoilers have been removed:
*Leech node hints now give you an icon of the gun itself
*Glowing blood sprays are visible when sniping an enemy
*SpindleB: Turbine Room has gotten major optimizations
*"Thin thing" portal trick added to Salvage (still requires some cleanup).
*Pretty large optimization pass across most of the maps.
*Still more optimization to be done.
*Key default changes:
- Lighter defaults to F key
- SpiritWalk defaults to MMB and E
- Crouch defaults to C and SHIFT
- Leech gun is now on key #4
*Leech gun auto switches when out of ammo
*Hunters can lean around corners to attack now. They occasionally decide to do the lean attack during normal
*attacks, too, to mix things up.
*tweaks to hud tip system
*added tips when entering a shuttle
*made spectators show up on scoreboards
*allowed spectators to go through forcefields
*added "Resume Game" to out-of-game menu
*put player portraits on scoreboard
*added gametime played to loadgame screen
*added "ready" tip to MP hud
*made shuttle not thrust until transitioned in
*tweaks to the motion capture animations for Grandfather and Jen.
*added music volume control
tweaks to help screen
*new negative feedback sound when shooting teammates in team dm, got rid of colored flash on teammates as well
*New recorded lines for Tommy yelling at Grandfather as he is XXXXX XX XXX.
*More save/load fixes
*Playtime now displayed for savegames
*Made vacuum robot explosion do radius damage
*Spirit bridge updates throughout the levels
Ambience passes to newly added areas, thin thing, XXXXX XXXXXXXXX, etc.
*Low health screen effect added
Thanks as usual for reading, and make sure to check in again next week.
Chris Rhinehart - Prey Project Lead
Human Head Studios
http://img116.imageshack.us/img116/4760/ash9re.jpg
Here's level designer, artist, and prolific toy collector Ash Welch testing Prey DM.
http://img489.imageshack.us/img489/1986/jimmy9pi.jpg
Jimmy Shin, programmer takes a break from working on
creature AI to read a recent forum about Prey. You'll also notice that he's not a prolific toy collector.