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The future: every action has a reaction (sorry dtoid this is the original)
prolifikstudio | 3:01 PM on 01.28.2010 5 comments


The future: (every action has a reaction)
The month is almost over and I have seen some great articles about what is going to happen next in the game industry. Seeing recent positive events occur over a short period of time I would have to say great and exciting things are happening. We are definitely in a very important era of technological advances. If you were born yesterday your where born into a world with better technology than I was in 1989 the start computers that will soon be faster than the human brain and almost everything is touch screen listening to the state of the union I hear that our president is focused on solving our problems now without delay. I see innovation coming out quicker than ever. If you have an idea and access to the internet then your voice can be heard quicker than ever. New sub cultures have been developed meeting people over the internet isn’t as frowned upon as it used to be and people that play video games are not deemed social rejects or misfits. Most importantly (for the sake of this post) video games are getting more realistic than ever before.
With this said let me bring you to the main focus of my topic cause and effect. Remember back in the day when you would shoot a brick wall with a rocket launcher and all you would get was an explosion and no burn mark? Well I certainly do that was a very long time ago nowadays it is all about the realistic destruction and reaction of every individual object in the game. Helped by physics game developers can calculate where an object was hit, the density of the object and the distribution of energy in order to make that wooden crate or whatever flies realistically into a million pieces. This is not the only innovation we have seen within the last couple of years; with Rockstar’s rage engine objects can display unscripted physical change to objects, this means that it will be very hard to see the same damage done to an object. Another great example by Rockstar is their use of the euphoria engine models react realistically to where they have been hit and stumble according to gravity. Now that I have finished kissing Rockstars shiny well licked buttocks let me progress to what I think the future has in store for us.
1. Total communication between objects. To further realism in video games I believe that game designers will develop an even better network of communication between game objects this means the box, body, water etc will be fully aware of force taken or object associated with and react accordingly and realistically to stimulus.

2. Ai that feels pain realistically. Yes this has been the gripe of all my game play, I shoot an enemy with a shot gun and the bastard is still shooting at me. Or I hit a guy in his leg and he just keeps on walking. In the next couple of years I believe we will be seeing more realistic reactions to damage taken I hate to mention their name again but yes in The Euphoria engine did a great job at this in Grand Theft Auto 4 and valve did actually show physical damage being done in l4D2

3. Armor will be position based. I notice in a lot of games when you where body armor you have no idea whether or not your body armor is protecting you when you are hit unless it is like Golden Eye where you basically have extra health, but for other games it is much like taking random less damage. Developers are trying to create surfaces that block according to position on the body and caliber of bullet received.

4. Destruction. As we can see with the Frostbite engine almost every wall and building is destructible an even better example is Red faction guerrilla. The next step is making absolutely everything destructible Even if it means tunneling so deep you get bored.

5. Finally let’s talk about the choices you make and how they affect the player later on for example games like Mass effect, Fable, etc the next step would be to make a choice that would affect you negatively and actually be able to counter that negative effect with another choice.

Cause and effect will always be improved upon as games advance and realism becomes a key feature to developing a successful title. The more realistic your Game is the more fair it is and blame will shift away from crappy mechanics that are not well utilized. I believe the Source engine and Rage engine are great examples of how realism can rally improve game play. Sometimes it is not always about graphics.

The future is quickly approaching I dream of the day when I can see a body of a fallen player and disgrace it even more by realistically shooting it to the bone. But for now here’s hoping to a better tomorrow

read more



prolifikstudio | 2:50 PM on 01.28.2010 0 comments



The future: (every action has a reaction)
The month is almost over and I have seen some great articles about what is going to happen next in the game industry. Seeing recent positive events occur over a short period of time I would have to say great and exciting things are happening. We are definitely in a very important era of technological advances. If you were born yesterday your where born into a world with better technology than I was in 1989 the start computers that will soon be faster than the human brain and almost everything is touch screen listening to the state of the union I hear that our president is focused on solving our problems now without delay. I see innovation coming out quicker than ever. If you have an idea and access to the internet then your voice can be heard quicker than ever. New sub cultures have been developed meeting people over the internet isn’t as frowned upon as it used to be and people that play video games are not deemed social rejects or misfits. Most importantly (for the sake of this post) video games are getting more realistic than ever before.
With this said let me bring you to the main focus of my topic cause and effect. Remember back in the day when you would shoot a brick wall with a rocket launcher and all you would get was an explosion and no burn mark? Well I certainly do that was a very long time ago nowadays it is all about the realistic destruction and reaction of every individual object in the game. Helped by physics game developers can calculate where an object was hit, the density of the object and the distribution of energy in order to make that wooden crate or whatever flies realistically into a million pieces. This is not the only innovation we have seen within the last couple of years; with Rockstar’s rage engine objects can display unscripted physical change to objects, this means that it will be very hard to see the same damage done to an object. Another great example by Rockstar is their use of the euphoria engine models react realistically to where they have been hit and stumble according to gravity. Now that I have finished kissing Rockstars shiny well licked buttocks let me progress to what I think the future has in store for us.
1. Total communication between objects. To further realism in video games I believe that game designers will develop an even better network of communication between game objects this means the box, body, water etc will be fully aware of force taken or object associated with and react accordingly and realistically to stimulus.



2. Ai that feels pain realistically. Yes this has been the gripe of all my game play, I shoot an enemy with a shot gun and the bastard is still shooting at me. Or I hit a guy in his leg and he just keeps on walking. In the next couple of years I believe we will be seeing more realistic reactions to damage taken I hate to mention their name again but yes in The Euphoria engine did a great job at this in Grand Theft Auto 4 and valve did actually show physical damage being done in l4D2

3. Armor will be position based. I notice in a lot of games when you where body armor you have no idea whether or not your body armor is protecting you when you are hit unless it is like Golden Eye where you basically have extra health, but for other games it is much like taking random less damage. Developers are trying to create surfaces that block according to position on the body and caliber of bullet received.

4. Destruction. As we can see with the Frostbite engine almost every wall and building is destructible an even better example is Red faction guerrilla. The next step is making absolutely everything destructible Even if it means tunneling so deep you get bored.

5. Finally let’s talk about the choices you make and how they affect the player later on for example games like Mass effect, Fable, etc the next step would be to make a choice that would affect you negatively and actually be able to counter that negative effect with another choice.

Cause and effect will always be improved upon as games advance and realism becomes a key feature to developing a successful title. The more realistic your Game is the more fair it is and blame will shift away from crappy mechanics that are not well utilized. I believe the Source engine and Rage engine are great examples of how realism can rally improve game play. Sometimes it is not always about graphics.

The future is quickly approaching I dream of the day when I can see a body of a fallen player and disgrace it even more by realistically shooting it to the bone. But for now here’s hoping to a better tomorrow

read more



Death cube the bloodiest indie game ever
prolifikstudio | 11:59 AM on 01.12.2010 8 comments




Well ultra violence seems to be a growing trend so why don’t I join the crowd by making a unique and violent game myself. The concept is quite simple, get from point A to point B the only problem is you must fill the rooms with the blood of your slain enemies to swim to the exits. Why the name death cube well a cube has six sides and the levels consist of the six sides of a flattened cube.
I hope to make a fast and frantic action game with tons of replay value also 4 player battle and co-op.



Thanks to our built from scratch engine this game will be quick to create so if you have a lust for violence like most of us out there do stay tuned for the bloodiest game ever made.

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CODMW2-THIRD PERSON MODE IN DEPTH:
prolifikstudio | 3:46 AM on 01.11.2010 9 comments




Infinity ward is always full of surprises, No Russian definitely shocked us all with its dark and bloody subject matter but let’s turn away from that and focus on one of the less controversial and greater innovations that they came up with this year. I am talking of course about third person mode. Yes I haven’t seen a full article about this on Destructoid so I decided to make one myself. I really wanted to explore this topic because it is one of my favorite modes in the latest call of duty. The zombie mode in World at War is also fun but did not show up in the version of Call of Duty instead we were treated to 3rd person mode.



You should try it…
For those of you who haven’t tried it yet, it is simply Call of Duty Modern warfare 2 played from a third person camera view instead of first person. What is so special about this one may ask well it is very special indeed; you can actually move the camera so that you can see around covers or corners. This gives you a very tactical advantage because it eliminates you turning a corner and being blasted by the stupid camper that was sitting there. You can also see a little bit of the area behind you so it is harder to be killed from behind. I must say if you haven’t tried it yet or are getting bored with the regular multiplayer then you should definitely play this because it might just reignite the flame. Seeing your character kicking ass is really fun. The level of detail they put into the models is amazing.


It changes up the game…
With all these little changes CODMW2 becomes a totally different game. It reminds me a lot of Metal Gear solids 4 multiplayer but a lot faster. These subtle changes really change up the strategy to instead of your typical run and gun you tend to be a bit more cautious than usually because everyone has the same advantage. And when you have a team walking together in a group ready to sniff out and kill the enemy it is more effective the more visibility your team has the deadlier they become. You and your team can hold down an entire room safely without really having to worry about that annoying kid that just runs around with a knife. It runs a bit slower but there are still very intense moments to be had here. Tactical game types are definitely a lot better because people seem to work together a lot more and when in a group you are way deadlier.



Once you see the shield class in action…
My favorite class to use in this game type is definitely one with a shield. The reasons for this is because you can see the enemy easier and face him with your shield, this is made much easier because in third person mode you can see where the shield is protecting you. In a way you feel like a Spartan with his shield but instead you’re blocking bullets and helping out the team. I have held down a bomb run by just standing there and absorbing bullets. Even run through areas is fun because you are constantly point your shield towards the enemy. This class is one of the best classes to use in this mode simply because it looks so cool and the third person view really helps you know where you are protected.

Closing comment…
This mode is fun to play even though it does have some draw backs, I really wish there was a sticky cover system and that more players could play at a time otherwise it is great and I bet that Infinity Ward will improve on and expand on this mode in the future but for now just try and have fun with it. I usually blog about my game That I am making but I wanted to get a story on this mode out I will continue to blog about my game when I have put a Trailer with the new art in place so please stay tuned. And if you feel that you can make this story better please do. I only wrote this because nobody else did.

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The entire MW2 single player campaign
prolifikstudio | 5:47 PM on 11.08.2009 16 comments


wow this guy really extinguished all my curiosity with his full HD play through of Modern warfare 2 here is the link http://www.youtube.com/watch?v=I83yDD4ZnzU&feature=channel

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Happy halloween shadow fox updates more (ssp)
prolifikstudio | 8:26 PM on 10.27.2009 0 comments


Yes more shameless self promotion (ssp)for my up coming game shadow fox. Anyways lets get straight to the point. things seem to be falling into place and unlike most indie game projects that star up and burn out my project is going full steam ahead.

Today i was just informed that all the components (editors are being integrated into the actual game framework and in a matter of time everything will fit together quickly and easily.

also i just got a few more important tracks for the game the video below has them in this order.

Unlimited potential

Bad intentions

Protect whats important

for quality reasons and my computer messing up I had to exclude the titles.

I hope to have the long awaited game play video out but to ensure the utmost quality experience I will not jump the gun on this.

thank you all for the suggestions and support it really helps we seem to improve every day.

Happy Halloween.



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 about me

The prolifik studios Dev blog. showing off our latest games and holding your hand along the way. my name is David Chima and I am the Artist and creative lead of all current projects that we are making. my lead programmer is Kevin Wittenberg. we also partner with sound dialect. What we hope to achieve is creating fun games with massive amounts of content and replay ability.
easy controls and game play that appeals to new comers and hardcore we are currently working on shadow fox.

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