Little things that many FPS games of the time insisted on not doing because of "immersion", but MMOs had proven that informative, clear gameplay was more important than immersion. Cute related features are how chat text similarly appears over the speaker's head. Now, of course, nobody would dream of putting the art over the multiplayer experience like that. back then, games were resistent to just sticking the user's name over the player model and uglying up their game. Sauerbraten/Cube2 made that informal thing formal by including it in in-game announcements.Īnd the on-screen text. It was always silly that, in old twitch-FPS arena games, the gameplay was heavily based around memorizing the spawn locations and times of the major pickups. For example, the announcer loudly notifying you when a major powerup is about to drop. While people tend to focus on the mapping and the stripped-down Quake gameplay, I think there are some subtle innovations that Sauerbraten did that are unrecognized. A good 15 years ago now I helped to run the mapping site for it (Quadropolis) on a Drupal instance. Ecstatic to see this project still alive. White: The demo exists and there is no.
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