Crunchez vos adresses URL
|
Rejoignez notre discord
|
Hébergez vos photos
Page 2 sur 5 PremièrePremière 12345 DernièreDernière
Affichage des résultats 31 à 60 sur 126
  1. #31
    Bon j'ai changé le titre du topic, c'était plus possible tous ces bigleux des yeux...
    Sinon oui peu d'infos, mais repousser l'alpha je trouve ca bien, c'est mieux que de sortir un truc dégueulasse qui va nous dégouter du jeu avant même sa sortie.

  2. #32
    Alors que l'alpha est dans les choux (sans que le dev du jeu ne soit en retard, c'est pour éviter de montrer un jeu trop pourri qui fera fuir le monde) il y'a eu une update sur le mécanisme de la santé, assez long et intéressant (même si je suis moyen d'accord).

    Health System

    Obviously we at Darkseas are big fans of the Road Rash series. That said, one element we think could use improvement is its health system.

    For those who haven’t played the Road Rash games in a while, the health system worked like this: you had two health meters. One was the health of your body, and the other was the health of your bike.



    If you got smacked by a weapon, the body health meter would decrease. Once it was empty, you’d fall off your bike, and some of the bike’s health would be lost. When you got back onto your bike, the body health meter would refill, but the damage to your bike health would remain.

    It wasn’t until the bike’s health meter went down to zero that you’d lose the race.

    Crashing your bike into a car, wall, etc, would have the same effect on your health meters as being knocked off your bike at the end of a fight.

    While we think this system is functional, we also think it’s confusing and inflexible.

    It’s confusing because, naturally, you’d assume that it would be the health of your body, rather than the health of your bike, that would be more important.

    We find that it takes someone new to the series, a couple of races to realize how the system works.

    We think the system’s inflexible because it makes accidentally crashing into a wall the equivalent of losing all of your body health. We think that losing a grueling battle with an enemy combatant should have graver consequences than accidentally bumping into a car at the wrong angle.

    Since a single driving error has the same effect as multiple combat errors, the Road Rash series encourages players to devote more of their focus to the road than to the combat. We’d like a more even balance between the two.


    The Road Redemption Health System

    We think that the current health implementation we’ve set up for Road Redemption is both intuitive and flexible.

    For starters, there’s only one health bar (the red bar below). When it goes down to zero, the race is over.



    That black notch on the red bar indicates the point at which you will be knocked off your bike.



    When your health gets that low, you’re knocked off your bike, and the notch is moved to the left.

    If you crash into a car, building, etc, you’ll lose some health, but not necessarily a large amount. How much you lose on a crash depends on your character stats, which are influenced by the gear you currently have equipped, and on the nature of the crash; A head on collision with an 18 wheeler is more costly than a low speed collision with the back of a parked car.

    That’s the Road Redemption health system in a nutshell.


    Notch Adjustment

    If you haven’t been in combat for a few seconds, and your health is close to the notch, the notch will move slowly to the left, but only to a point.

    This is to avoid the situation where a player’s health is so close to the notch that a single hit will knock him off his bike. In this scenario, a player would shun combat, and that’s not what we want.

    We want the player to engage in combat, so if his health is close to the notch, and he waits a few seconds, the notch will slowly move to the left until there is 10hp between his current health level and the notch.


    Earning More Health

    You can earn more health during the course of a mission in Road Redemption. Getting a health boost will refill a portion of the health bar. It will also move the notch to the right, so as not to create the circumstance where you can take a hundred hits before being knocked off your bike.

    Currently, the way you earn more health in Road Redemption is the same way you earn money, nitro, and items – from defeating enemies in combat. We decided to give player health this way, rather than having health packs strewn around the level as in the Road Rash series.

    We made this decision for two reasons:

    Reason #1: We want to incentivize the player to engage in combat. We feel like this is another area in which the Road Rash series has room for improvement. In my opinion, Road Rash games often incentivized the player to avoid combat, since rewards were few and failure was very costly.

    In Road Redemption the player receives speed boosts, cash, item drops, and health for vanquishing foes, and is therefore encouraged NOT to speed away from every potential encounter.

    Reason #2: Having health boosts tied directly to defeating enemies, rather than in the form of health pickups, makes it easier for us to balance the level of difficulty for each mission.

    It’s very time consuming for us to determine when, in the course of a mission, an average player would need a health pickup. Any time we would add or remove an enemy, we’d have to figure out how this would affect health pickups, so as not to make a level too hard or too easy. This would be further exacerbated by the fact that missions can be played cooperatively with 2, 3, or 4 players.

    By tying health boosts to enemies, we intrinsically link increasing difficulty to increasing health rewards.

    This is not to say Road Redemption might not also have health pickups. Like virtually everything at this point, this system is still in flux, and could be completely changed by the time we release.


    Why No Full Health Auto-Charge?

    One thing I can say that is pretty much set in stone is that Road Redemption will not have the full health recharge system that you see in Call of Duty, Gears of War, and pretty much every other modern 1st and 3rd person shooter.

    This isn’t because we have something against modern games, it’s just that the system these games use solves a problem that Road Redemption doesn’t have.

    For those unfamiliar, in the aforementioned games, if you can go 15-20 seconds without taking damage, your health recharges. It’s no coincidence that this system was invented for a console shooter, Halo.

    Before Halo, the first person shooter wasn’t much of a genre on game consoles. Goldeneye on Nintendo 64 was pretty much the only console first person shooter worth playing.

    On PC’s the first person shooter was the most popular game genre, and PC first person shooters all utilizied a very PC-centric system of saving your progress Games like Half Life, Dark Forces: Jedi Knight, Doom 2, etc, all had manual saving. This meant the player could create a new save state whenever he wanted.

    So if a player got himself into an unwinnable situation – a room full of powerful enemies and only 1 unit of health on his life bar for example – he could load up a previous save state.

    Console games, such as Halo, were more streamlined and didn’t feature manual save states. Rather, the game would automatically save your progress every 30-90 seconds, and this is how it still is today.

    The reason these games needed auto health recharge is to avoid putting the player in the unwinnable situation where he has 1 unit of health when the game decided to automatically save (usually when you reach an invisible checkpoint).

    Road Redemption avoids this problem, because its missions don’t have any checkpoints. They just don’t fit the kind of game we’re making. Of course, missions in Road Redemption will be a lot shorter than the ones you find in Call of Duty or Gears of War, to avoid frustration.

    I am personally very very tired of the checkpoint-happy modern 1st/3rd person shooter, but that is a rant for another day (and another forum).
    Ils se donnent du mal dans tous les cas. ^^

  3. #33
    Je veux un road rash avec :

    - Des combats à moto
    - Du tuning de moto
    - Des environnements variés avec une génération procédurale bien foutu du parcours
    - De la musique qui déchire pendant les courses
    - Un camion qui fait atelier (customisable) roulant comme dans la série "Tonnerre mécanique"
    - Des babes avec des g... s.... qui t’accueillent à l'arrivée !

    Si j'ai ça, ok, surtout pour les babes ! (quoi le jeu vidéo est sexiste ?)
    Si j'ai pas ça, je lance un Kickstarter pour l'avoir en ayant préparé deux ou trois maquettes d'avance sous paint pour convaincre la plèbe.

  4. #34
    Tain le temps que j'ai pu passer sur Road Rash 3D à explorer toute la map et tabasser du connard, pour débloquer de nouvelles bécanes

  5. #35
    Citation Envoyé par chenoir Voir le message
    Tain le temps que j'ai pu passer sur Road Rash 3D à explorer toute la map et tabasser du connard, pour débloquer de nouvelles bécanes
    Idem, et cette joie immense quand j'ai enfin réussi à débloquer le Tazer et la bombe à poivre, magique
    Moi ? Je suis la tête de Vecna.
    | (• ◡•)| (❍ᴥ❍ʋ)

  6. #36
    Oh pinaise. Le jeu sur lequel je me suis le plus éclater avec mon meilleur pote quand j'étais ado avec aussi GT1 et Moto racer 1/2 sur PS1. (Carma 1 aussi sur PC)

    Véridique, nous deux avec un casque de moto sur la gueule en train de se mettre des coups de lattes en jouant.

    J'ai pas de photo, mais les parents du pote en question chez qui je jouais été en mode multifaceplam.

    A voir pour la suite, mais bon, en cas, je vais mettre une petite pièce.

  7. #37
    Une update qui demande l'avis des joueurs sur le multi co-op et la ficelle à utiliser en cas de "mort" d'un des joueurs pendant une mission co-op (rappelons que tout le jeu est censé être jouable en co-op si j'ai bien compris, voire jusqu'à 4 en même temps):

    Cooperative Multiplayer

    Coop play is something that we think is important for Road Redemption. Right now we’re working toward the goal of having every mission in the single-player campaign being fully playable with up to four players, cooperatively.

    This brings up the issue of exactly how co-op mode should function. For instance, what should happen if one of the players dies in the middle of a mission, and the others are still alive?

    Different games have answered this question in different ways, and we’d like to get your opinion on which system we should go with for Road Redemption.
    Method One: The Gears of War / Call of Duty / New Mario Bros System

    The most popular method for dealing with death in coop games is to allow living players to revive dead players.

    In Gears of War and Call of Duty, this involves walking up to a fallen comrade’s body and pressing a button. In New Super Mario Bros and Rayman Legends, the living players must pop free dead players from bubbles, in order to bring them back to life.


    I have to say that I’m not a fan of this type of system. In all of the aforementioned games, playing in coop is far easier than playing alone; there’s very little consequence for playing poorly.

    Consequences are important because they force players to use their brains. In a first person shooter such as Far Cry 3, it means that a player must develop combat tactics, and choose the right weapon for the right situation. Charging into every situation with whatever weapon the player happens to have equipped won’t work.

    In the single player modes of Rayman Legends and New Super Mario Bros, harsh consequences force the player to master the intricacies of the game’s mechanics and environments.

    Maybe there’s an easy way to balance out this type of system so that a strong element of consequence remains. Left 4 Dead does a good job of this, but each of its levels is also designed, from the ground up, to be a coop experience. I’m skeptical that we could easily adapt Road Redemption’s single player missions to use a similar system while still preserving their challenge.


    Method Two: The CounterStrike System

    The polar opposite of the Gears of War method is the Counterstrike method. In Counterstrike, when you die, you stay dead until the end of the round. While this certainly forces a player to use his brain, it forces less-skilled players to spend a lot of time waiting around for the match to end.

    I don’t think this system is ideal for Road Redemption. We’d like Road Redemption to be the kind of game that you can play with your friends or significant other, even if the skill gap is wide. It’s no fun to spend a significant portion of each level sitting on your hands.
    Method 3: The Mario Kart 64 System

    Mario Kart 64 battle mode had a very interesting method of dealing with player death, and it’s something I don’t think I’ve seen in any game sense.

    When a player loses all of his health (all of his balloons are popped), he turns into a mobile bomb. The bomb can’t use items, but it can crash into another player and detonate. Even though a bomb player can’t win the match, it’s still a lot of fun to play as the spoiler.

    I don’t know why more games haven’t built upon this idea. Even subsequent Mario Kart titles abandoned it.

    If we decided to implement something like this in Road Redemption’s coop mode, a dead player could come back as a ghost rider. He wouldn’t be able to complete the mission himself, nor dish out as much damage as a living player, but he could potentially provide support to his allies.

    This system could preserve the game’s challenge, since becoming a ghost is still a significant consequence for poor play. It would also provide dead players with something to do other than stare at the screen.


    Method 4: The Donkey Kong Country System

    This is another system that I feel has been severely underutilized. In Donkey Kong Country, whenever the player takes a hit, the other player takes over. The person playing can also initiate this switch voluntarily by pressing the X button.

    It really works beautifully, keeping both players modestly engaged at all times. As far as I know, the only other games to utilize this system are fighting games like Tekken Tag Tournament and Mortal Kombat 2012.

    It’s sad to think about how many single-player games from the 90s and 2000s could have been multiplayer experiences, had the developers implemented this simple feature.

    If Only…

    Were we to implement this system in Road Redemption, control could switch off whenever the player character is knocked off of his bike. It could be a cool local multiplayer option for those people who really don’t like splitscreen.

    Let us know if this is something that you would enjoy. While including it is relatively trivial, every new feature takes time. We probably won’t include it unless there’s demand.


    Method 5: The Mechwarior 3050 System

    In Mechwarrior 3050 for the Super Nintendo, two players could control a mech at the same time, one player controlling the feet, and the other controlling the chasis rotation. This allowed for the mech to walk in one direction while shooting in another, something we take for granted with our modern two-joystick gamepads.

    I’m sure Mechwarrior 3050 isn’t the only game that allowed for this type of control, but it’s the only one I can remember. We could also call this the Pacific Rim system.

    If we were to implement something like this in Road Redemption, we’d have one person control the bike’s steering while the other player could be riding on the back of the bike, controlling most of the combat.


    We Want Your Feedback

    So those are the co-op systems that we’ve considered for Road Redemption. We still haven’t made a decision as to which one we’re going to go with. It’s possible that we’ll hear a suggestion from a fan that’s better than any of these. Please share your thoughts. Thank you.
    Ptêtre un peu tard pour donner votre avis (ça date du 6 novembre) mais si jamais => http://www.roadredemption.com/index.php/?p=604

  8. #38

  9. #39
    Also this was captured on a laptop on medium settings and a lower resolution.
    Pour ceux qui se demandaient ...

  10. #40
    Waaaaaah, le HUD fait sous Paint...

    Sinon la sensation de vitesse a l'air pas mal rendue.

  11. #41
    Je suis pas fan des armes à feu.

  12. #42
    Alors
    - l'alpha devrait arriver ces jours ci (ils se démerdent pour pouvoir distribuer)
    -y'aura un early access sur steam (quand ? No sabe )
    -le site a eu un lifting et il est possible d'acheter l'accès à l'apha pour 40$ (la preco est toujours à 15$)
    -y'a plein de nouvelles sur le forum qui est maintenant ouvert (y'aura des passages avec un lance grenade)
    -des images:



  13. #43
    J'avais oublié que j'ai backé va falloir que je me mette à jour.
    Discord : Siscka#5183

  14. #44
    Dire que je croyais le jeu mort, vu que je ne reçois plus aucunes newsletters.

  15. #45
    Et hop, faut aller sur le humble store pour récupérer vos clés les bacckers => http://roadredemption.boards.net/thr...get-humble-key

    L'alpha n'est pas là mais arrive dans les 24 heures (c'était y'a 12 h ce message, mais y'a encore des soucis) ...

    Metal, une chtite vidéo comme d'hab' ? :D

  16. #46

  17. #47
    C'est le hud le plus hideux que j'ai jamais vu. Oui c'est cosmétique, mais à ce point ça me fait mal.
    ☭ Hunt Showdown. Ready or Not. Dominions 6. Solium Infernum. Backpack Battles. Forza Motorsport. Simrail. Session ☭
    ✈ DCS (M2000C - F16C - Mirage F1 - A10C II) ✈ Flight Simulator ✈ Gary Grigsby - Steam - Pico-8 - Mastodon

  18. #48
    C'est pas définitif. En tout cas j'espère pour eux !

  19. #49
    Vidéo de l'alpha qui vient d'être mis à notre disposition aujourd'hui. (pas de moi)


  20. #50
    Et bha c'est meugnon tout ça.

    Par contre et comme prévu, la musique c'est vraiment pas ça ... 'fin bon, ça se coupe donc je m'en cogne. ^^

  21. #51
    Les screenshots faisaient peur mais en mouvement ça a l'air sympa.

  22. #52
    Allez mon avis sur cette alpha.
    Alors, on a qu'un seul tracé mais à chaque victoire, on refait le même tracé en plus difficile.
    C'est vraiment sympa, et les parties deviennent intéressantes malgré ces nombreux défauts.

    On ne peut pas choisir sa moto pour l'instant. On a droit en début de course à une seule arme de mélée et notre fameux coup de pied. Pour chopper de nouvelles armes, il faut castagner les conccurents.
    Avis perso, le katana est TROP pratique. Par contre, pas évident de placer les coups. Il faut gérer le timing et anticiper les distances.

    ET autre truc, en atteignant un certain level, le jeu devient hardcore à tel point que le traffic routier est IMPREVISIBLE et pas qu'un peu !!!!
    Sinon, en truc pourri:
    * c'est très moche
    * le HUD est moche
    * la bande son est pourri !!
    * les bruitages sont bof
    * il n'y a qu'un seul tracé

  23. #53
    Je note que tu ne dis rien sur le rubberbanding ... donc il ne doit pas être trop chiant.

  24. #54
    Qu'appelles tu rubberbanding ? le fait de rouler toujours en ligne droite ?

  25. #55
    Nope, c'est quand t'es premier et que le second ne pourra jamais être semé pour de bon/quand t'es second et que tu pourras toujours rattraper le premier même si tu te viandes conte les murs à chaque virage ... genre NFS Most Wanted par exemple.

  26. #56
    Citation Envoyé par helldraco Voir le message
    Nope, c'est quand t'es premier et que le second ne pourra jamais être semé pour de bon/quand t'es second et que tu pourras toujours rattraper le premier même si tu te viandes conte les murs à chaque virage ... genre NFS Most Wanted par exemple.
    Ah ok. Non, je n'ai pas ce comportement en général sauf dans les 50m qui précèdent la ligne d'arrivée. Certaine fois, il m'arrive que le second me double. Mais si tu as un peu de nitro à ce moment là, pas de risque de se faire doubler à la dernière seconde.

  27. #57
    Bon, j'ai finit la démo. Sympa mais voilà trop court.
    L'IA est vraiment aggressive. La démo propose 10 niveaux de difficultés/challenges. Les 3 dernières sont simplement WTF !!! Ca ne ressemble plus à du Road Rash, mais plus à une sorte de destruction derby où l'objectif consiste à arriver 1er face à des kamikazes.
    Mais c'est sympa.

    D'ailleurs, avec du downsampling, le jeu est visuellement plus attirant mais pas trop. Par contre, la caméra est vraiment pourri si on s'amuse à la bougée juste pour voir ou par erreur. Pour la remettre correctement c'est une putain de galère. Autre truc que j'ai remarqué, à l'arrêt, la moto glisse. Y a cette impression de flottement. Les roues ne semblent pas être en contact avec la route.
    Et enfin, le moteur 3D n'est autre qu'Unity. Bon, pas qu'Unity soit pourri, il peut proposer de belle chose (cf Interstellar Marines), mais là. :/

    Et pas moyen de virer ces musiques de merdes ni de changer le volume. J'aurai bien voulu mettre la BO de Road Rash !

  28. #58

  29. #59
    Citation Envoyé par MetalDestroyer Voir le message
    Et pas moyen de virer ces musiques de merdes ni de changer le volume. J'aurai bien voulu mettre la BO de Road Rash !
    Putin ...

    T'as le droit de râler sur le fofo vu que t'as backé, vas y pour moi aussi et demande leur un lecteur intégré pour écouter sa musique ou de pouvoir couper la musique (je te rejoins complètement, le peu que j'ai vu la musique est vraiment ... pas du tout adaptée pour être poli).

  30. #60

Règles de messages

  • Vous ne pouvez pas créer de nouvelles discussions
  • Vous ne pouvez pas envoyer des réponses
  • Vous ne pouvez pas envoyer des pièces jointes
  • Vous ne pouvez pas modifier vos messages
  •