小松溪绘苍雪 发表于 2007-8-4 21:45:54

[DS]<Quake Arena>来了,你信吗?泰国前总理说他信

Original Source: IGN.com

Quake Arena Heading to DS
John Carmack says so. So it must be so.
by Craig Harris
August 3, 2007 - At John Carmack's keynote speech tonight at this year's QuakeCon, the millionaire programmer made mention that there may be a version of Quake Arena in the works for the Nintendo DS.

During the keynote he mentioned that, conceptually, he'd like it to be a game that's more restrictive, limited movement via D-pad like Doom and not "touch controlled" like Metroid Prime Hunters.

No other details have been revealed, but we'll keep on this announcement.

Quake 3 Arena is a multiplayer-focused version of the Quake series, originally developed on the PC back in 1999. In the past, Quake has unofficially been ported to the Nintendo DS by the underground programming scene, but not as a full retail product.

August 3, 2007 - We're here live at QuakeCon 2007 to give you the best coverage of id's upcoming year. John Carmack's keynote is scheduled from 6:00 - 8:30 central time. The latest updates will be featured at the top of this article.

Enjoy

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7:43: Speaks on id Tech 6. He wants to be able to sculpt on the fly as well, moving models and not just textures. Since technology moves so fast they need to anticipate the next generation after this one, looking at PS4 and "720." These are things to think about when dealing with such a fast-moving industry.

7:41: Moves on, talking a bit about the user interface issue as a whole. Orcs & Elves (mobile) was made with the specific handset in mind, and in the case of Quake for DS they need to do the same thing.

7:36: Continues about Quake on DS. He remarks that Metroid Prime looks "totally cool," but it doesn't hold up due to fatigue issues. He wants to build a game that is Quake-themed, but play it like Doom 2 with the D-pad, and not touch-controlled. He wants it limited-motion as far as vertial view goes. That's the next DS title to be expected. Editor's Note: He also mentioned the beauty of wireless download, as well as Wi-Fi; obviously an aspect to consider for future Quake DS...

7:32: On other systems: "It'd be great to do a Orcs & Elves on Wii, I'd love to do that, but of course we won't be seeing something like Rage on Wii. With the wand it's clearly not the 'end all, be all' interface, but it's a great concept that Nintendo has." He then remarks that on the business side id and Nintendo don't really get along, but that on DS it has been fun. Maybe EA has acted as a buffer between the companies. Mentions that he thinks there will be a Quake Arena game on DS. Wow?

7:30: He mentions that with Rage, it's less-likely to create issues where players say "oh crap, I need a new card," and while it's great to push system requirements, the idea is to make a wonderful game, and part of that is making sure performance and frame-rate is streamlined.

7:27: "There's no magic with id Tech 5; it doesn't work like that." He states that it's simply auto-building to all different versions, and when things break, they know exactly when it happens, and why it happens. They don't get to the end of a project and say "Oh crap, we're way over disc space." There's less space for upscale work in this situation though, as Rage will run at 60 hertz, but by the time the game ships systems will of course be faster anyways.

7:25: Carmack speaks on bringing the games to multi-console setups. Remarks that "If something goes wrong, it's going to be on the PS3." He comments that he knows people flame him for saying it, but that it's still true. Microsoft takes far less memory space internally than PS3 does (a mere fraction of the amount), so it's simply a fact that PS3 is harder to port things over to.

7:22: Previously id Software tools have been great technically, but not user-friendly. For Tech 5 the company has moved people over to specifically work on tools and things like GUI, ect. The company has worked to compile all the tools they use, streamline them, and make it available for everyone else.

7:20: Carmack talks about his vision for Tech 5, and watching it come to life. He was working in a project early in a day and it had minimal detail, came back later that day and found a ton of added detail, and then later in the week that detail had spread across the rest of the level. No build updates or changes needed to be made, it just worked.

7:18: The idea is to work like movies as much as possible, in the sense that you can work on a small section, make it look amazingly beautiful without halting the rest of the project, and then move on.

7:16: The original idea in level design is to "build it out, make it work, and then make it look cool." When you bring in the "make it look cool" section, you get tons of bugs, lots of different tools to make new assets or throw into the game, but "within the limited context of working on surfaces, Tech 5 solves these problems. You can take an artist, point him at a section of the game, and say 'go make this' and it works."

7:14: "Making something 4X the res it needs to be doesn't always help but now it won't hurt." The idea here is that you can sketch your name into any rock, you can change any tiny detail you want, and never have to worry about what you're doing to the rest of the game's performance.

7:13: Relates Rage to the outdoor world of Enemy Territory. They want to get the most out of the tool as possible, and try to move away from using only lower-res textures on models and vehicles. On Rage, everything is made as big as it needs to be, or as big as people want it to be.

7:11: Carmack moves to talk about Rage running at 60hrtz. He remarks that it's great to be flexible, but that it's also nice to say "No, we can't do that. This is what we're doing." Remarks that some may follow id in making 60-only games, and some may still use Tech 5 to make 30.

7:08: On Quake Zero: "We can focus on making it the absolute, most responsive game out there now."

7:05: They are working with Apple to make sure Quake Zero runs on Mac as well, then remarks that since the company is public, he could always be slammed by everyone else on unsigned decisions. Continues talking about Mac. He wants to nail the difference between a crisp, fast game, and says that he is hopoing to fine-tune using Mac tools, with everything down to the time it takes to mouse-scroll, or the amount of time it takes for a monitor to refresh.

7:04: Quake Arena was always Carmack's favorite id title. Now days things need "everything but the kitchen sink," so he appreciates the simple, quick design of Q3.

7:02: The final goal is to make a full Quake id Tech 5 title, but obviously that will take a ton of time to develop. Quake Zero is all about taking Quake 3, improving it a bit, fixing a few things, and then releasing it as a free download for all gamers. It'll run at 60hrtz on all machines, and focuses on tournaments, community building, ect.

7:01: Mentions that he's moving id to having another team. He wants to avoid "office politics" where there's an "A" team or "B" team, but they have decided to make a second internal team at id. Segways into Quake Zero, which is like a training project for the new group.

7:00: Talks briefly about the showing at WWDC, and how Tech 5 showed off a bit of Rage. Mentions that he might want to do something with the iPhone, and that he likes it, but that it might not fit into any of his current plans. Moves on to another Apple-related effort.

6:55: "After Orcs & Elves 2 we've basically capped out on this platform." The next game they do on cell will step up on the minimum system requirements, as Carmack feels they've reached the peak of the current minimum hardware. Explains that many cell phones should actually kick the crap out of the DS since many have huge amounts of power, but for some reason it just isn't happneing yet.

6:53: Remarks that it was fun to work with "older tools still in his toolbox" and put something together with DS, and that his experience is a great way to show that moving up and down platforms is still an important tactic. Moves on to cell phones...

6:51: Talking about his "work vacation," where he takes about two weeks a year and just locks himself in a hotel and lives off room service. This year he took the DS and PC, working first on Orcs & Elves for a few days, locked down the 3D engine, and then moved to Rage. He remarks that it's a fun idea that DS is essentially a step back in time, allowing developers to work with smaller tech but still reaching a market.

6:49: Speaks about the series Orcs & Elves building from the bottom up with low-risk. If DS works, bring up Orcs & Elves 2. If that works, bring it to Wii or other consoles, and keep building from there. It's a smart move to work from cheaper systems and work a new franchise up.

6:48: Talks specifically on mobile and DS, and how you can spend less cash and rather than "porting down" a series to handhelds and mobile they had a chance to actually port up Orcs & Elves from mobile to DS. The DS game was "a ton of fun to do. We took a game that was already fun, and we added more fun to it."

6:41: Continued, he explains that oftentimes the gaming industry takes a series or franchise and begins with a movie or main design to inspire it, and then strips it down for all consoles and handhelds until you have something that's essentially a shell of what it started as. Explains that there's an obvious risk when making Rage, which has a budget of $10 million plus.

6:41: Carmack explains that when looking into "next generation" software, his team began with a Doom-like title called "Darkness." After working with the title for some time, they decided to re-evaluate the company priorities. They wanted something that would play to the strengths of id Tech 5, and wanted to combat the idea that all id games are "dark." Pokes fun at how bright Rage is.

6:40: Video is being shown. Details some on-foot shooting, as well as racing sections of the game. The game has a very "Doom meets UT" feel to it, minus the futuristic style.

6:39: Carmack begins to describe a new racing game, called Rage. Trailer begins.

6:36: Details on id Tech 5 begins. John Carmack takes the stage. First announcement is that id Tech 5 is fully multi-console supported, so builds can be made for all three systems (PC, 360, and PS3) on the fly.

6:34: Demo continues. Player moves into a chamber with a monster named Sonya. After a bit of magic casting, the giant boss flees the room. Game will feature the same classic gameplay as Orcs & Elves has in the past, including new weapons, story, and spells.

6:32: Orcs & Elves is announced for Nintendo DS later this year. On-stage demo begins. The game is classic first-person 3D, and step-based, rather than full real-time.

6:28: Quake Zero is announced. A small alternate team at id (headed up by John Carmack) is in works on Quake Zero, which means "zero cost, zero restrictions." It will be available online soon, and is based on Quake 3 with some improvements. More details to come later in the keynote.

6:27: Quake Arena Arcade announced for XBLA. No release date given as of yet.

6:26 All id titles are now available on Steam, starting tonight.

6:24: Conference begins. QuakeCon 2008 dated for August 2nd, 2008. Roger Avery said to be working on a Return to Castle Wolfenstein movie; details will need to wait, but rights have been secured.


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End of official presentation. Look for our full video of the presentation as QuakeCon continues. Q&A begins; we've included highlights from it below:

Q: If Rage will ship on 2 DVDs, how will that work for multi-console?

A: The source data is more than that even. We go through tons of data compression, so the game is segmented in that regard. I wouldn't expect an HD DVD release for Rage though. What's interesting though is that it all fits fine with a 256m video card. On PS3, video requirements doesn't even completely use the 256 video memory; we wish we could use more in other places. Bottom line, it can be compressed from source.

Q: On XBLA and Wii VC, would you be interested in making titles for those?

A: As of right now, no. There isn't enough bandwidth for us to do it, and those games are end up being a weird balancing act with data compression. Offensive is too strong a word, but they don't fit my programing tastes. It's great for gamers and developers though. It really exceeded my expectations for the service (speacing directly on XBLA here).

Q: Have you ever considered handing off the power to the gamers, specifically seen in Little Big Planet, or perhaps an MMO style game?

A: We've talked about it, but there hasn't been a force really driving that. We're working on what developers can use, and we'd have to look at it in a different way when dealing with mods. The age of the mod-maker has passed. It's great for getting into the industry, and in that way it's still a good thing, but there was a time when everyone made their house or office in a Doom editor, but games are simply getting bigger. That type of freedom is getting harder to use. It's tied to hardware power though, so as mobile moves up, perhaps more modding can be moved to that.

Q: What hardware are you running in your own PC?

A: My work system is a dual processor 3.2 with a G80 nVidia card. I try to lock down my machine once a title's development starts though, at least as much as I can. I keep away from the bleeding edge, as it can skew what you're working on.

Q: What do you believe is the future of open source gaming?

A: I do think it's very valuable. Every new piece of hardware ends up having an early Doom or Quake engine, so it's great to see that it has made a difference. Of course we're still going to make Doom 3 open source eventually, so it's something that's definitley valuable.

Q: I've noticed some performance issues with Enemy Territory. Will they be fixed?

A: These issues are found in all processes, and it drops it to 30 hertz. This is the result of strange decisions early on and a few problems we've had with the game. Basically the render will run at 60 hertz while everything else runs at 30. This isn't the direction I'd make, but those were the decisions made on Enemy Territory.

[ 本帖最后由 小松溪绘苍雪 于 2007-8-4 22:05 编辑 ]

原始恶魔 发表于 2007-8-4 21:58:28

D-pad?是什么操控装置?先不说画面如何,如果操纵不用银河战士那种的话不知道会成什么样。

小松溪绘苍雪 发表于 2007-8-4 21:59:21

原帖由 原始恶魔 于 2007-8-4 21:58 发表 http://bbs.newwise.com/images/common/back.gif
D-pad?是什么操控装置?先不说画面如何,如果操纵不用银河战士那种的话不知道会成什么样。
Dpad乃是Directing pad,就是通称的“揪鸡看”

iou90 发表于 2007-8-4 22:04:03

泰国前总理有才已经不是一时半会的事了
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