It's all in your head, Part 13

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Adam Black
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Postby Adam Black » Fri Jan 09, 2009 2:06 pm

...fair enough then.

I just imagined this might be textured because the previous three games have taken place inside computers, which allows some artistic licence, whereas I assume the city will be physical and therefore require some semblance of reality.
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Postby martin » Fri Jan 09, 2009 2:48 pm

I imagine the game is more about a representation of a real city which you're viewing through a computer.
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Postby Pox » Fri Jan 09, 2009 3:34 pm

A computer game about using a computer interface? That's almost as brilliant as this.
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Postby martin » Fri Jan 09, 2009 6:30 pm

yes, a game about using a computer, just like uplink....
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Postby Adam Black » Sat Jan 10, 2009 3:29 pm

Just because they're bedroom programmers doesn't mean every game they make has to take place in a computer. When they were making Darwinia they said everyone thought they made low-budget hacking games. Now they've stepped up from that to everyone thinking they make low-budget virtual reality games. I want my low-budget procedurally generated city exploration game!
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Postby jelco » Sat Jan 10, 2009 3:36 pm

Adam Black wrote:Just because they're bedroom programmers doesn't mean every game they make has to take place in a computer. When they were making Darwinia they said everyone thought they made low-budget hacking games. Now they've stepped up from that to everyone thinking they make low-budget virtual reality games. I want my low-budget procedurally generated city exploration game!

There is a difference between simplistic and low-budget. You might know that, for example, while Darwinia's and Multiwinia's graphics are minimalistic, they are extremely heavy on your system resources when turned up to highest settings. This confused many people, because they thought the simplistic graphics promised it would work on low-end machines.

Same goes for Subversion. Not only with regards to system load (although I do suspect that to play a role as well), but mostly with regards to artistic license (which you mentioned as well). Seeing the contents of Chris' blog posts so far, I would say that the theme is once again related to computers, and although I imagine the colours to become skinnable (just like in DEFCON) the look and feel will probably remain what they are now.

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Postby KingAl » Sat Jan 10, 2009 3:45 pm

It's been made pretty clear here and here that the abstract, moody city renders are the intended final look of the game.
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Postby thobal » Sat Jan 10, 2009 11:11 pm

xander wrote:My god! It's full of stars!

xander


Instead of models and bumpmaps and lame things like textures. they'll be diffuse little dots moving around. Going into elevators, climbing stairs, and so on.

Sounds awesome, will defiantly fit the graphics we've seen so far. Should put those four together sooner.

I wonder what cars and vehicles will be like? Will they have little systems and stuff too? Plant a bug in the center console and cause accidents to tie up traffic, diverting a motorcade into a trap?

Dont forget bathrooms, else where will the guard go when you spike his coffee with laxatives?
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Postby Mischeif » Sat Jan 10, 2009 11:26 pm

I've been watching Introversion ever since Darwinia, where you stole my heart by making a game that brought to life all those far out claims of the 1990's about artificial life. Still a bit sad that Darwinia didn't incorporate actual artificial life, but the illusion was good.


Reading what Introversion is doing with procedurally generated content makes me want to start working on the game running around in my head.

If your a student or a fan of fractals, chaos theory, non-linear dynamics, etc... you'll recognize that Subversion is essentially a graphical city building grammer, paired with a set of functional blocks which will create an orthogonal system where players will directly interact with the world.

It will be interesting if Introversion tries to tackle population dynamics. If so I hope it's successful.

Subversion will need to diverge from procedurally generated content at the point where the game takes shape.
My guess is that the game will be a Infiltration and Hacking Simulation.

I would be very interested in what books and media are inspiration for this game.
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Postby neo1000 » Mon Jan 12, 2009 8:48 pm

This looks like the end of "The Dark Knight" when Batman hacks all the cell-phones. Somehow it reminds me of "Enemy of the state" with Will "no scientology" Smith. Will this be the first paranoid game ever? Including a cool Seventies-Soundtrack? Anyway - this looks awesome.
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Postby jelco » Mon Jan 12, 2009 9:29 pm

neo1000 wrote:Will this be the first paranoid game ever?

Nah, that was Uplink. :P

Yeah, those movie references hit the nail right on the head, I couldn't help but nod when I read them. :)

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Postby KingAl » Tue Jan 13, 2009 5:14 pm

neo1000 wrote:This looks like the end of "The Dark Knight" when Batman hacks all the cell-phones.

Don't worry, I'm sure it won't be that bad.
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Postby Vicious » Tue Jan 13, 2009 7:16 pm

HeHeHeHeHeHe, Its The Batman , Lets Put A Smile On that Face, WHy So Serious



Dark Knight Greatest Movie Ever!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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Postby jelco » Tue Jan 13, 2009 7:20 pm

[SS]V 1 C 1 0 U S wrote:HeHeHeHeHeHe, Its The Batman , Lets Put A Smile On that Face, WHy So Serious



Dark Knight Greatest Movie Ever!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

It was good. Not great, and certainly not the greatest movie ever.

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Postby Xocrates » Tue Jan 13, 2009 9:53 pm

jelco wrote:It was good. Not great, and certainly not the greatest movie ever.


While not the greatest movie ever, you got to admit it is likely the best Superhero movie in recent years, and arguably the best Batman movie (depending on how nostalgic you are for the Burton films).

It's not our fault you set too high expectations ;) It's a movie, not the cure for cancer.

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