Tea-leaf on 16/4/2005 at 19:11
wait you have an new ish enigine for thief (unreal or otherwise), bear in mind that people are still making cracking missions for thief one and two, and you want to convert doom 3. :wot: Now i know nothing about modding but seems to me it would be easier to put leaning rope arrows and water into ds, than convert doom3 and make it into thief. I may be wrong though, ion storm must have to tried for ages :erg: . Darkmod does look very cool however :thumb:
off topic abit, i think doom3, source, crytek and unreal engine debates are all fairly academic, yes an engine may be the next big thing, but it takes greater time and resources to convert and use with each leap in technology. A good mod using older tech can be just as enjoyable what shines through all these games is the gameply not the engine no one is going to look backin awe in seven years at the graphics of engines today (duke nukem forever maybe out by then with the next best engine though perhaps seven years from now is too optimistic :joke: )
Anyway i digress what counts gameplay not graphics, graphics are secondary. And what you have is the opportunity to correct flaws in tds as you see fit.
(sorry for wandering off topic)
Fish-face on 16/4/2005 at 21:30
Quote Posted by KoHaN69
Impossible!! Thief3 engine SUCKS [no leaning, rope arrows, water]
Not so! There're already efforts to get rope arrows and water into T:DS, although water would have to force first person, I don't think that would be a problem. The real problems are blackjacking effectively, lack of shortsword, and AI. The latter two will probably be fixable. I hope so - swordfighting was damn fun.
Bronze Griffin on 16/4/2005 at 21:41
Quote Posted by Fish-face
swordfighting was damn fun.
I agree! It still is if you play the first two games still, which I'm sure you do. :)
Domarius on 17/4/2005 at 02:07
Quote Posted by Fish-face
...whenever I climbed up somewhere, I felt that the developers had wanted me to do it that way - in other words, it wasn't something that I'd discovered.
Well man, you never climbed around much did you?
I don't reckon I climbed as much as I used to use the rope arrow, yet I lost count of how many times I climbed up onto a place where I could see... how to describe it... the "edge of the world" where the walls ended wierdly and all you could see was sky in all directions, above and below, like a wierd abyss. One place is the walls near the gate leading to the old quarter (the gate nearest to Garrett's house).
So obviously there was plenty of ability to discover something the developers hadn't wanted you to.
I think the rope arrow is more easy to restrict in this respect since it's not often you put wood on tops of houses in the Thief world, but you see brick walls everywhere.
(Not that I preffer the climbing gloves over the rope arrow, mind you.)
Back on topic, the best things about Thief is they acheived what they set out to create - a world so rich with dynamic AI behaviour that you create your own exciting "stories" as you play, to the sort of level that other games can only dream of in scripted sequences.
And the story line.
And the "detail" of the world, like things had all these reasons for how they worked, etc. which made it seem real and pulled me in.
kenshabby on 6/5/2005 at 13:56
I'm surprised nobody has specifically mentioned this as a, perhaps THE, key factor in the Thief series. Just about every interaction of any sort requires learning and perfecting a skill. You don't just walk over (ffs) arrows(ammo)/potions/loot in order to collect it, you must centre it....and then collect it. Jump onto a rope/vine arrow badly, and you'll not attach; the same with jumping wide gaps, get it wrong, and down you go. And then there is firing the arrows themselves - how many players have, like me, considered a long broadarrow shot, readied an arrow, sighted it in a measured and practiced way....and released it with total accuracy? Couple all these with, yes, great atmosphere largely created by expert use of suggestive sound, and an unhurried style of playing, and these are the reasons I personally return again and again to Thief, FM's included!
Sneaksie Cheese on 6/5/2005 at 14:09
It'll have to be the atmosphere, together with the sounds/music.
And the sneaking around. And of course all those trinkets and treasures which you quickly snag when no one's looking (that fun little sound of gold).
DarthMRN on 6/5/2005 at 14:24
Quote:
What makes Thief great?
Thief: The Dark Project.
jay pettitt on 6/5/2005 at 15:43
A genius and beautifully simple blend of game play and game world.
Quote Posted by ZylonBane
Another great thing is how Thief bent over backward to avoid "gamey" elements in the interface. TDS didn't do that.
Au contraire. Thief had a tonne of "gamey" features in the interface. Elemental arrows because you can have big glowy easy to identify coloured blobs on the end of your bow for instance. But hot damnity, Thief 1 did do a much better job of rolling gamey features and a gorgeous game world into a seamless whole.
Murk on 6/5/2005 at 16:23
Atmosphere
the untraditional techno fantasy world with machines and wierd mythology. dark dirty, unpolished, non pastel fantasy without the boooooring heroes of D&D clones. great variety in architectural styles (as in any real city) not "overdesigned". things have a real feeling to it. the magic is wowen into the game without throwing in all the colours of the rainbow (not the glowing glyphs )
gameplay that goes beyond your expectations. ( not DS I am afraid)
TF on 6/5/2005 at 16:45
The elemental arrows were gamey elements of the interface? Well it didn't feel very gamey to me, and didn't feel exactly like an element of the interface either.