Thứ Bảy, 27 tháng 10, 2018

Waching daily Oct 27 2018

Remember all those classic video games you grew up with and how iconic many of them are?

Well, odds are, they didn't start out the way you remember them.

Any great art goes through multiple drafts, changes, chops, screws and alterations before

the final product, and video game development is no different.

Final Fantasy VII

"Now… the most anticipated, epic adventure of the year… will never come to a theater

near you!"

Final Fantasy 7 is often cited as one of the best, most revolutionary RPGS ever.

Of course, the game didn't begin this way, and wasn't even intended for the PlayStation

at first.

The story also took a few twists and turns into what was finally released, but the original

concept probably would have still made for a pretty good game.

When FF7 was first envisioned in 1994, series creator Hironobu Sakaguchi planned for a 2D

Super Nintendo game.

He envisioned the game would take place in New York City in 1999, and would be more akin

to a detective story than what we actually got.

It was meant to follow a character named — and we are not kidding here — Detective Joe.

Cloud.

Aeris.

Sephiroth.

Detective Joe.

"One of these things is not like the others."

Soon, development on the video game was stalled, due to JRPG mega hit Chrono Trigger taking

precedent for the company.

When development resumed in 1995, the original 2D SNES thing was scrapped, and the designers

began to focus on the incoming Nintendo 64.

Development costs ballooned, and it became the most expensive project of its kind for

the time, costing an estimated $45 million in 1995.

As it progressed, it became clear the game wouldn't work on the cartridge-based Nintendo

64, since the game's graphics and cinematics would require the extra storage space allowed

by CD-ROMs.

Ties were severed with Nintendo, Joe and New York got the boot, and gaming was changed

forever.

GoldenEye 007

Nintendo 64's GoldenEye 007, even years later, is still widely seen as one of the best first-person

shooters ever.

And yet, during its development, it was never intended to be that.

Instead, like many other games of its era, GoldenEye's life began as a standard 2D side-scrolling

platformer for the Super Nintendo.

The video game's development came towards the end of the SNES's life cycle, so the game's

director, Martin Hollis, proposed to instead utilize the power of the Nintendo 64 console

to realize the game's true power.

"Load a Rumble Pak and see how it feels when 007 meets N64!"

With this switch, the plan for a 2D side-scroller was scrapped for an on-rails shooter using

a light gun.

This would have been pretty similar to the hit Sega game Virtua Cop but, like the 2D

plan, this too was eventually scrapped for the familiar first-person shooter people still

play today.

Sonic the Hedgehog

Nintendo has Mario, and Sega has Sonic.

But while Nintendo's plumber protagonist has basically stayed the same throughout the years,

the same cannot be said for Sonic.

The hedgehog we all know and love actually began life as a rabbit who could use his ears

to throw objects.

This was ultimately scrapped, as the chips available on the Genesis weren't advanced

enough to properly animate the ears in action.

Other Sonic appearance considerations included a sloppy bulldog, a dude in a crown, a creepy

jester, and a chick wearing a cap, until finally they settled on the familiar, little blue

hedgehog we have all come to love.

Some people, too much.

"Let's act out my Sonic fan fiction!

I'll pick something family friendly."

Banjo Kazooie

Banjo Kazooie is one of the more popular games for the Nintendo 64, but it started out as

something completely different when development began in 1997.

The original concept came from a game called Project Dream, which was in development for

the Super Nintendo by Rare.

The video game starred Edison, a boy armed with a wooden sword who would become entangled

with pirates on an adventure.

After some work, Rare switched gears and reworked the game for the Nintendo 64 — only then

did they realize that Edison wasn't exactly working out.

"Initially, we had a rabbit for some reason.

I really have no idea why we picked a rabbit."

A few incarnations later, the rabbit evolved into the honey bear that became Banjo, and

an icon was born.

Halo

Follow us as we travel back in time to an ancient era called "the late '90s."

In July 1999, Steve Jobs announced Bungie's Halo at the annual Macworld Conference & Expo,

as a game planned for both the Macintosh and PC platforms.

The original concept was similar to the hit strategy game Myth, but in a sci-fi setting.

By the time the game was displayed at E3 in 2000, however, it was completely different.

The game was no longer a real-time strategy game, and had evolved into a third-person

action game.

Still, there was no Master Chief, and players assumed the role of a regular soldier — Bungie

was far from realizing its future flagship's potential.

Everything changed when Microsoft bought Bungie Studios in 2000.

With the purchase of the studio, the video game became an exclusive Xbox title.

The game was modified into the first-person shooter it is today, with Master Chief as

the main character, improved graphics, and an extensive backstory — and, for a brief

and shining moment, all was right in the world.

Doom

Doom didn't start out as an iconic franchise in the making.

Rather, the original concept for Doom was just another licensed game, based on the Alien

movie franchise.

iD Software later chose to abandon the license in order to get more creative control over

the video game.

And thus the legendary Doom was born.

"We basically put out a press release before we even started programming the game — and

the press release basically said 'Doom is going to be the best game on the planet Earth."

If you've ever played the granddaddy of the FPS genre — and let's face it: you have

— it's not hard to imagine swapping out those nasty demons for Alien's equally iconic

xenomorphs.

In retrospect, it's kinda hard to ignore the similarities when you really think about it.

Space marines?

Check.

Nightmarish creatures?

Check.

Lots and lots of firepower?

What do you think?

For more infomation >> Video Games That Originally Were Totally Different - Duration: 6:31.

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Obsidian Conflict DEV blog video #3 - Duration: 8:05.

Fixed and improved the Defender NPC

Has the behaviour of normal Scanners now rather than the old erratic movement

Like any other NPC, it's fully customisable and able to use different ammo or RoF

Respects LoS and has a maximum attack range

They can be set to use a close range laser instead of bullets, which deals constant energy damage

New weapon: G11 K2

A unique assault rifle, with auto and burst modes

New Alyxgun model by Troop

Completely new mesh, textures and animations

New Sniper Rifle, based on the Combine Sniper Rifle from EP2

Player and NPC sniper damage now uses separate values

Ironsights can be used in case you need better precision at medium range while seeing your surroundings

New weapon: Ion cannon

Based on the Autogun cannons from EP2, the primary attack will fire a charged shot

The secondary attack will use the whole battery to fire a powerful energy beam, but it needs some seconds to charge up

Half-Life weapons have been added to the HL:S campaign

Custom weapon scripts can now use an existing hardcoded weapon as a base, so weapons based on the crowbar, the RPG and others can be made

NPCs like the Houndeye, the Headcrab or Gman will now use their HL model equivalents

Many new models made by H.I.T. have been added, including weapons, NPCs and props

Original HL1 HGrunt AI has been improved, they now behave better than in vanilla HL:S

Gargantua's animations and eye glow has been fixed

HL1 Vortigaunts are no longer able to kill other Vortigaunts with their attacks

Removed the hardcoded limit of having to reload the Crossbow after each shot

This limitation caused issues on certain custom viewmodel animations

Fixed the bug where custom Tau cannon viewmodels would "flick" back and forth with the default viewmodel

The Apache is now able to fire all of its rockets, as well as aim them

Custom weapons using the RPG as base can now use a custom model for the launched rocket

Grenades now use the worldmodel for the thrown model, allowing scripted grenade weapons with custom models

HL1 Hgrunts and the Assassin throw the HL1 model equivalent of the grenade now

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