Visiting the Village: Episode 19
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We’re back with our Develop special recorded in a public house! We discuss everything that I spotted at this year’s Develop conference and also go off on a variety of stimulating tangents.
Check out links from the show on our official Google Reader page.
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6 Responses to “Visiting the Village: Episode 19”
§ July 20th, 2009 at 7:16 pm
This was ok, but I am looking forward to getting back to the normal format this week.
§ July 20th, 2009 at 7:50 pm
Yep, it’s nice to have the ability to do an occasional episode like this but we’re at our best IN THE STUDIO I FEEL.
§ July 20th, 2009 at 8:18 pm
A friend of mine can’t see through 3D glasses and she doesn’t even wear glasses in the first place. So, as you suspected, that idea has those flaws. I suspect someone who need to wear glasses normally would have a similar problem.
§ July 21st, 2009 at 10:41 am
Yeah it’s definitely going to be an issue for some people.
§ July 23rd, 2009 at 6:42 pm
Regarding sound effects: The most important sounds in an FPS, at least for me, are the ones the weapons make. It turns out that it doesn’t actually matter how powerful the weapon really is, as long as it feels awesome. And sound contributes more than half of the feel of the weapon.
In that regard, I actually thought both the Half-Life games had pretty bad weapon sounds. A stapler has more character than the pistol, and the submachine gun (especially the one from HL1) is like an overly bulky pea shooter. The shotgun and the 357 are about the only redeeming qualities of the Half-Life arsenal.
Think about it: Of all the FPS you’ve played, which weapons do you remember best?
§ July 25th, 2009 at 10:31 am
Fax, I completely agree with you about the importance of sound to “gun-feel” [snigger]. It really does make a huge difference.
Hmm, I actually liked the weapon sounds in HL1 and 2…
I’m quite liking the ‘splodey and gun sounds in Crackdown at the moment.