Duke Nukem Forever 2001 Build Discussion

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The best person for this kind thing is someone whose more centrist in general. Far left/Far Right ideologues tend to just be bad news, as they won't make anything genuinely compelling as it'll feel more like propaganda.
Agreed. I wish people could just leave their personal politics at the door but that isn't going to happen anymore. Yes, I realize I am being hypocritical due to my prior comments.
 
Agreed. I wish people could just leave their personal politics at the door but that isn't going to happen anymore. Yes, I realize I am being hypocritical due to my prior comments.

It's quite simple. And this is again just my way of thinking and again, this may be easier said than done...

If you are hiring people for a project, you have to vet/gatekeep quite strictly. See what kind of personality/attitude they have, what they have on their bio, and how they behave on social media platforms.

You also have to have a rule to not allow politics to intersect with the job. Aside from what the game may contain (perhaps it has a slightly pro right wing message, but isn't anything super extreme, or even a slight left wing bent), you mustn't allow too much conversation about politics with the developer group. From the get go "You are allowed to have your opinions, but here we are trying to make a product to entertain others, politics are not allowed and if you decide to start an argument about it for whatever reason, you get a warning, and if you do it again, you will be booted out". Again, this isn't 100% how it should go maybe but it's the sort of mentality you need to have.

That's really the main issue, there needs to be someone who puts their foot down and goes "Enough is enough" and enforces the rules relatively strictly. And this may not work with community projects, but it should work when it's a proper project where the workers get paid (like an indie game project with a lead/producer/director paying workers to do the things they can't do by themselves) and have something to lose out on if they don't go along with the rules.

This isn't of course going into people who are unreliable and douchey, not for political reasons. I've dealt with people who even before I pay them for anything, show signs of being unreliable and lazy. I have spoken to someone who would act incredibly unclear when I ask them "How long do you generally take to do things?", as the one rule I have is "The person I am paying must be able to deliver on time depending on the complexity of the work and what's going on in their life", if they can't provide a proper answer, that's a red flag. Another weird red flag I've noticed, is if the person is incredibly eager to work on a project out of the blue and without enough actual substance to quantify the interest. This seems to be a sign the person is naive/nutty but I can't really 100% be certain of that. In short, be careful around incredibly eager types who sorta pounce on you despite not having a reason for it.

And to end this on a different note. You do need to ideally pay the people you work with. Free projects tend to rarely work out well from what I hear, so it's best to pay the people you hire as if it's a proper job for them, at least in the sense they are being paid to fulfill a certain requirement which may be long term or short term. And not only this, but both the employer and employee need to respect each other, or else shit breaks down.

I've said enough. And this is just my thoughts and experience so may not be 100% feasible in practice.
 
Man... Development just gets more depressing.
It's a shitshow, but it's an important one for people to look at to avoid doing this shit again.


Protip to devs who may look at this thread. Fun should always be above graphics and adding the most recent trends. If you game is fun but doesn't look life like, it's still good. If your game looks like real life, but plays like shit or is boring then the game sucks. If you can hit a middle ground, you are golden. This should be very obvious, but time and time again we see this happen.
 
Protip to devs who may look at this thread. Fun should always be above graphics and adding the most recent trends. If you game is fun but doesn't look life like, it's still good. If your game looks like real life, but plays like shit or is boring then the game sucks. If you can hit a middle ground, you are golden. This should be very obvious, but time and time again we see this happen.
In the immortal words of Reggie:
 
So it looks neat so far, although from what I've seen again they just seem to be adding more content to the first chapter of the game. Which already seemed to be close to being "complete" or at the very least it was pretty much planned out and needed polish. Probably will play it when I have a bit of time.
 
I don't think they'll get beyond the Stratosphere levels tbh.

Without giving too much away, the people working on it are mostly inexperienced with level design, most are just experienced with engine programming and stuff like that. I also will say there is a good chance the project will collapse due to drama in some form or another based on my experiences with the people working on it.

Hopefully someone else can pick up from wherever they leave off and finish it at some point.
 
I don't think they'll get beyond the Stratosphere levels tbh.

Without giving too much away, the people working on it are mostly inexperienced with level design, most are just experienced with engine programming and stuff like that. I also will say there is a good chance the project will collapse due to drama in some form or another based on my experiences with the people working on it.

Hopefully someone else can pick up from wherever they leave off and finish it at some point.
Do they not have a design lead and such? Well, I suppose that might be too much to ask for these days, as level/map designers in general are not a valued skillset.
 
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What the fuck is that parasitic faggot doing in the special thanks.
 
View attachment 4126281

What the fuck is that parasitic faggot doing in the special thanks.
Of all names on there thats not THE name they scares me. Tyler McVicker is the one that scares the shit out of me. Any project that parasite has gotten even within a half mile of goes to shit.
 
They added one big area to the ground floor level. It sucks, has no business being where it is, runs like frozen dogshit and proves that they have no level design knowledge. Only good bits are what was made by 3DR themselves in all honesty.

By the way, here is the lead "level designer" (on the right, left is George Broussard of the original 3D Realms)
MFW_Press_Build_Goes_out.jpg
 
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