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File: 1679519156377.png (1.18 MB, 1295x686, ClipboardImage.png)

 No.26941

https://www.youtube.com/watch?v=TjMJy22N8e0
valve releases a new game………and its just a semi-better looking version of cs go….(the mod/map tools will be nice still, i guess)

 No.26942

>>26941
>counterstrike 2

lmao valve is taking the piss at this point

 No.26943

File: 1679526898066.jpg (44.62 KB, 800x600, 4.jpg)

retvrn

 No.26944

the smoke has really cool physics

 No.26945

Finally, a sequel to 1.6

 No.26946

File: 1679531530365.jpg (83 KB, 1000x625, tmb_12103_4116.jpg)

>>26943
Somehow a game from 2000 has more personality to its visuals than a game from 2022.
Was newer hardware raising the polygon and texture size "ceiling" a mistake? I personally think it made artists overdo the photorealism angle and not bother with good stylization, which was necessiated by the technical limitations of older GPUs.

 No.26948

>>26946
new games(anno 1800, satisfactorio, dyson sphere, subnautica, pathologic 2, frostpunk and etc) can have equal or more personality than old games.
its just that new games require a lot more difficulty to develop graphically which is why aaa developers choose the safe photo realistic angle most of the time.
meanwhile indie developers or double aa developers tend to expirement more.

 No.26949

>>26946
It’s just like movies and music. Technically competent current releases get all the temporary glory, but high quality titles stand the test of time. Remember all the movies from the 40s that aren’t by Kurosawa? No? Me neither.

 No.26950

>>26946
bumping up the graphics specs is easy
bumping up the art direction in proportion is very not easy

 No.26951

>>26944
Fr, I wanna try making something like this in Godot.

 No.26952

>>26951
Probably not that hard. Just simple voxels.

 No.26953


 No.26954

>>26952
Yeah it seems like it'd be a fun way to learn about voxels, since I'm kinda new to Godot.
Seems like it sends some rays a certain distance, stopping on objects, then spawns voxels there, and then clouds on that.

 No.26955

>>26951
This really feels like they are struggling to come up with a justification for this game even existing. "Hey, its virtually identical to the last one but you get new smoke physics!"

 No.26956

>>26951
I mean this is kinda cool but it looks goofy AF when that grenade blows up the smoke and it just fills up the exact same area again. The smoke should gradually radiate outwards and become less dense until it dissipates

 No.26959

File: 1679578066491.png (2.76 MB, 2125x1425, gordon fishman.png)

>>26955
Almost every Valve game after HL1 has been sold on gimmicks. HL2 had physics as centre piece, Portal had see-through portals and L4D had its AI "director" as a selling point. Realistic voxel smoke seems like kind of a miniscule thing compared to these though.

 No.26964

>>26959
CS 2 GIMMICK IS THE MODDING TOOLS THE FUCKING MODDING TOOLS

 No.26965

>>26964
>look you get to make the game!

genius move valve

 No.26966

>>26951
Honestly this is a long time coming and has a huge range of applications in different games. Even just for atmosphere volumetric fog can be great.

 No.26968

>>26965
that was the gimmick for all valve games

 No.26999

>>26955
It's not a new game, they're just marketing it as such becuz they need them gelders and attention.
It's literally just port of CSGO (it's intended to be in the first place), and it's completely free, all your ranks, skins and the whole shebang is coming along

 No.27000

>>26999
sorry for bit hard to read post, is tired; but I was waiting for the source 2 update since like 2014

 No.27003

>>27000
VALVE CANT MAKE NEW GAMES EXCEPT TECH DEMOS AND PORTS CONFIRMED


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