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So, Romero cancelled it to develop a demo for the game first. I think it's a nice move, let's hope for the best. :)
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CARICATUREKILB: I have just read on their Kickstarter page that the funding has been put on hold while they compile a demo.

Quote:-

"You asked for it, and you’re getting it: a gameplay demo of BLACKROOM.

The team is at work on a demo which demonstrates the kind of gameplay, look and innovative, cool features that make BLACKROOM truly unique — the things we’ve waited years to put into an FPS and which make us incredibly excited about this game.

There’s a hitch here, a hitch that’s making us do something that’s right for the game, the team, and the community: we’re pressing “PAUSE” on the fundraising campaign for BLACKROOM to complete this gameplay demo. Simply put, this will take more time than the Kickstarter has left, so we’ve decided to suspend the campaign and launch a new one when the gameplay demo is ready. We believe, however, it is the right choice. We know you do, too. Thanks to your feedback, we know we should have included it at launch. "
thats just a covert escape from the shameful situation of not reaching the fund goal that awaited romero already
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clarry: I think it is very disrespectful of people to complain about the use of Carmack's name. As a founding member of id software and an artist for many of the classic first person shooters, Adrian's past involvement is nothing to be belittled and his participation in Romero's project is a significant piece of key information for fans of the old id shooters, a/the target audience.

Yes, John Carmack is more of a media person and better known & hyped all around, but that doesn't mean he has the exclusive right to his family name. Yes, people will be confused.

The video made it very clear which Carmack is involved. And so does the kickstarter page. People who TLDR can jump to wrong conclusions and that is their own fault, and no reason to get angry.
Noone ever said that the confusion takes anything away from Adrian's impact on id's work. That's not the issue present. It's true, Adrian was a huge contributor to the look of Doom and early id games. HOWEVER... His name and contributions aren't as well known, making it an intentionally misleading use of a name that two members share. THAT is far more disrespectful, to BOTH Carmacks AND people interested in a return-to-form of early id-styled games. In short, it's manipulative.

And the video made it clear, though perhaps only to people who know who's-who in the original id lineup. Many places where the project was announced ((including the title for the Kickstarter itself : "BLACKROOM: A New FPS from Romero & Carmack") only mentioned Carmack. Which one was left to the reader to sort through. Think about this for a moment : How much extra work would it have been to just write the name Adrian in front of Carmack? 6 letters and a space? Then the clarity is obvious and the right person is honored.
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jefequeso: I'm far more excited about Adrian Carmack's involvement than I would be about John. Doom was Adrian and Romero's baby.
That's a huge oversight. It wouldn't have had the legs to carry it through to its success without John's engine. Adrian was the art guy, Romero was the gameplay guy, and John Carmack was the engine guy. All were required to make Doom what it was. Even at that, you could add Bobby Prince as the music guy. Doom without it's music is a neutered experience.
Post edited April 29, 2016 by Firebrand9
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CARICATUREKILB: I have just read on their Kickstarter page that the funding has been put on hold while they compile a demo.

Quote:-

"You asked for it, and you’re getting it: a gameplay demo of BLACKROOM.

The team is at work on a demo which demonstrates the kind of gameplay, look and innovative, cool features that make BLACKROOM truly unique — the things we’ve waited years to put into an FPS and which make us incredibly excited about this game.

There’s a hitch here, a hitch that’s making us do something that’s right for the game, the team, and the community: we’re pressing “PAUSE” on the fundraising campaign for BLACKROOM to complete this gameplay demo. Simply put, this will take more time than the Kickstarter has left, so we’ve decided to suspend the campaign and launch a new one when the gameplay demo is ready. We believe, however, it is the right choice. We know you do, too. Thanks to your feedback, we know we should have included it at launch. "
Well, maybe a demo can convince gamers to support that project. I updated OP. Thanks CARICATUREKILB.
Unfortunately, at this stage I don't care for a game that would be similar to Quake or Doom, I feel like their time has passed. And there is nothing exciting about this Blackroom announcement either.

Don't get me wrong, the whole "modern FPS" genre is plain BS, no doubt about it. But, I don't know... We need some other kind of novelty. Like, I remember when Serious Sam 1 came out, that felt old-school and innovative at the same time, and was the last time I had a blast playing a single-player FPS.
Wait, I just found out about the kickstarter and it has already been canceled? What happened?
I'm guessing it got less support that Romero expected... and if they're confident the demo can spark more interest I guess that's a good sign about the quality of the game.
Post edited April 30, 2016 by Pardinuz
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Firebrand9: That's a huge oversight. It wouldn't have had the legs to carry it through to its success without John's engine. Adrian was the art guy, Romero was the gameplay guy, and John Carmack was the engine guy. All were required to make Doom what it was. Even at that, you could add Bobby Prince as the music guy. Doom without it's music is a neutered experience.
The graphical fidelity drove its popularity back in the day, but the industry has kind of moved past the point where one person can drive cutting-edge rendering technology. My point is that I think it's more exciting to see the artist and designer behind Doom teaming up again than it would be to see the designer and tech guy teaming up again. I'm not even sure what John Carmack would bring to the table on his own. Or rather, what he would bring to the table that would be that much better than any other modern 3d engine.

To me the heart and soul of Doom are its world and gameplay/level design. That's the stuff I want to see brought back.

Honestly though, it's mostly Romero's involvement I'm excited about. Not just because of his role in Doom, but also because I really hope to see him bounce back after Daikatana.

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Pardinuz: Wait, I just found out about the kickstarter and it has already been canceled? What happened?
I'm guessing it got less support that Romero expected... and if they're confident the demo can spark more interest I guess that's a good sign about the quality of the game.
A lot of people still seem to be sore about believing Romero's hype, so I could see an actual playable demo being a really good thing.
Post edited April 30, 2016 by jefequeso
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jefequeso: The graphical fidelity drove its popularity back in the day, but the industry has kind of moved past the point where one person can drive cutting-edge rendering technology. My point is that I think it's more exciting to see the artist and designer behind Doom teaming up again than it would be to see the designer and tech guy teaming up again. I'm not even sure what John Carmack would bring to the table on his own. Or rather, what he would bring to the table that would be that much better than any other modern 3d engine.

To me the heart and soul of Doom are its world and gameplay/level design. That's the stuff I want to see brought back.

Honestly though, it's mostly Romero's involvement I'm excited about. Not just because of his role in Doom, but also because I really hope to see him bounce back after Daikatana.
Yeah, but you're now conflating two distinctly separate topics : What John Carmack would bring to the equation *now* and What John Carmack brought to the equation back in 1992.

Irrefutably he brought a huge amount to the table then. Now, you'd have my agreement. He'd want to do an overblown tech demo, which isn't what people interested in this project would want. But that's not what you said. You said it was "Romero and Adrian Carmack's baby", which is a trip down counterfactual lane.

Keep in mind neither would have the outlet to have expressed that level of vision and skill had John Carmack not developed his engine for them to do it with. Things then aren't like they are now where anyone can download an engine and dub themselves a game developer in the span of less than half an hour. Engines were developed from scratch, which involved a not insignificant amount of time and established skill. Not to mention engines such as Doom did not follow a strictly mathematical path, which means technical creativity and lateral leaps of inductive reasoning is what made them shine. Case-in-point : Use of BSP trees for the first time in a game and faked 2.5D ray-casting. You're a developer, are you not? I'd expect you of all people to know this.

You're saying allegorically "I love this car. The look and handling is amazing!" without considering without an powerplant (that someone had to design from scratch no less) is what allows the other aspects to even matter. None of these aspects (outside perhaps concept art) stand on their own. That's what made id special in the early 90's is they had top-tier people in every role.

Of course, feel free to like and be excited for whatever you want, but misrepresenting the factual history of id software and the various member's impact on the game, company history, and subsequent impact to the industry at-large is something I cannot abide by.

All that said, I'm more than interested to see what these guys turn out.
Post edited April 30, 2016 by Firebrand9
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jefequeso: The graphical fidelity drove its popularity back in the day, but the industry has kind of moved past the point where one person can drive cutting-edge rendering technology. My point is that I think it's more exciting to see the artist and designer behind Doom teaming up again than it would be to see the designer and tech guy teaming up again. I'm not even sure what John Carmack would bring to the table on his own. Or rather, what he would bring to the table that would be that much better than any other modern 3d engine.

To me the heart and soul of Doom are its world and gameplay/level design. That's the stuff I want to see brought back.

Honestly though, it's mostly Romero's involvement I'm excited about. Not just because of his role in Doom, but also because I really hope to see him bounce back after Daikatana.
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Firebrand9: Yeah, but you're now conflating two distinctly separate topics : What John Carmack would bring to the equation *now* and What John Carmack brought to the equation back in 1992.

Irrefutably he brought a huge amount to the table then. Now, you'd have my agreement. He'd want to do an overblown tech demo, which isn't what people interested in this project would want. But that's not what you said. You said it was "Romero and Adrian Carmack's baby", which is a trip down counterfactual lane.

Keep in mind neither would have the outlet to have expressed that level of vision and skill had John Carmack not developed his engine for them to do it with. Things then aren't like they are now where anyone can download an engine and dub themselves a game developer in the span of less than half an hour. Engines were developed from scratch, which involved a not insignificant amount of time and established skill. Not to mention engines such as Doom did not follow a strictly mathematical path, which means technical creativity and lateral leaps of inductive reasoning is what made them shine. Case-in-point : Use of BSP trees for the first time in a game and faked 2.5D ray-casting. You're a developer, are you not? I'd expect you of all people to know this.

You're saying allegorically "I love this car. The look and handling is amazing!" without considering without an powerplant (that someone had to design from scratch no less) is what allows the other aspects to even matter. None of these aspects (outside perhaps concept art) stand on their own. That's what made id special in the early 90's is they had top-tier people in every role.

Of course, feel free to like and be excited for whatever you want, but misrepresenting the factual history of id software and the various member's impact on the game, company history, and subsequent impact to the industry at-large is something I cannot abide by.

All that said, I'm more than interested to see what these guys turn out.
No, you're right, I didn't express myself quite properly.

I meant more that they were the ones who brought the look and feel to Doom, and were responsible for the direction it took. John Carmack was a huge part of making it a reality and a success, but I don't get the impression that he was as personally attached or involved with it as a GAME, as much as a piece of technology. And I think the game parts--the parts Adrian and Romero headed--are still relevant today, whereas the tech part really isn't.

I respect John Carmack a lot, but I think people tend to forget that he wasn't the creative lead at Id, and in fact had very little to do with the elements we're fond of nowadays. Every game Id released after Romero left and he took more creative control was decidedly tech first and everything else second. As you say, that's likely what he'd want Blackroom to be.

Honestly though, I'd be super hyped anyway if he WERE somehow involved, if for no other reason than seeing the band get back together. And honestly, if he were actually interested in the job, I'm sure he would come up with some sort of awesome technology the game could make use of. Maybe someone needs to convince him to try making voxels relevant. THAT I would be excited about.

I know Bobby Prince is still around. Wonder why they didn't get him.

tl;dr
Yeah his contribution to Doom was just as important as anyone else's, they just don't happen to be the parts I'd be excited to see come back. That's what I meant.
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jefequeso: And I think the game parts--the parts Adrian and Romero headed--are still relevant today, whereas the tech part really isn't.
Not from a competitive perspective, but Doom levels are still being made. Even Romero's recent foray into Doom level making was arguably an attempt to get people thinking about his involvement with venerable FPS's and how much fun factor they retain to this day.

I agree completely that his "radar" for a quality fun game is what made Doom hold up today. There's something about the low-end tech though that allows people to easily realize their ideas in Doom levels. That something being it being actually feasible for a single person to see palpable progress in a short span that spurs then into it's completion. Honestly, I enjoy these older FPS's FAR more than any recent one. They just don't take themselves too seriously, you can pick up and play a level for an hour, save, and be done, and they're just pure fun.

So, agreed, in a direct sense, yeah, the tech isn't going to excite anyone (well, I was pretty excited for the last Brutal Doom release and level pack, I digress) but we both agree that he enabled Romero and Adrian to shine by virtue of being so far ahead of the curve circa-1992. Honestly, I hope they don't go too overboard with the tech given how much it's progressed since the 90's. I'd rather a game with worse graphics that's actually fun than a shiny game that looks amazing but is entirely forgettable.

EDIT : Fixed typo.
Post edited May 03, 2016 by Firebrand9
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jefequeso: And I think the game parts--the parts Adrian and Romero headed--are still relevant today, whereas the tech part really isn't.
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Firebrand9: Not from a competitive perspective, but Doom levels are still being made. Even Romero's recent foray into Doom level making was arguably an attempt to get people thinking about his involvement with venerable FPS's and how much fun factor they retain to this day.

I agree completely that his "radar" for a quality fun game is what made Doom hold up today. There's something about the low-end tech though that allows people to easily realize their ideas in Doom levels. That something being it being actually feasible for a single person to see palpable progress in a short span that spurs then into it's completion. Honestly, I enjoy these older FPS's FAR more than any recent one. They just don't take themselves too seriously, you can pick up and play a level for an hour, save, and be done, and they're just pure fun.

So, agreed, in a direct sense, yeah, the tech isn't going to excite anyone (well, I was pretty excited for the last Brutal Doom release and level pack, I digress) but we both agree that he enabled Romero and Adrian to shine by virtue of begin so far ahead of the curve circa-1992. Honestly, I hope they don't go too overboard with the tech given how much it's progressed since the 90's. I'd rather a game with worse graphics that's actually fun than a shiny game that looks amazing but is entirely forgettable.
I suppose that's true about the low tech, yeah. I remember trying my hand at level design in Doom when I was a young teenager. It was really easy to get the hang of without having to worry about all the stuff involved with more advanced engines.

I'd actually prefer they don't go overboard with the tech as well, mostly just because I don't prefer the look of newer graphical trends. Then again, I'm also making this, so... http://ironsnowflakes.blogspot.com/2016/04/visual-options.html
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jefequeso: I suppose that's true about the low tech, yeah. I remember trying my hand at level design in Doom when I was a young teenager. It was really easy to get the hang of without having to worry about all the stuff involved with more advanced engines.

I'd actually prefer they don't go overboard with the tech as well, mostly just because I don't prefer the look of newer graphical trends. Then again, I'm also making this, so... http://ironsnowflakes.blogspot.com/2016/04/visual-options.html
Your game looks remarkably like "Chasm : The Rift", an unsung hero amongst early low-poly FPS games.
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jefequeso: I suppose that's true about the low tech, yeah. I remember trying my hand at level design in Doom when I was a young teenager. It was really easy to get the hang of without having to worry about all the stuff involved with more advanced engines.

I'd actually prefer they don't go overboard with the tech as well, mostly just because I don't prefer the look of newer graphical trends. Then again, I'm also making this, so... http://ironsnowflakes.blogspot.com/2016/04/visual-options.html
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Firebrand9: Your game looks remarkably like "Chasm : The Rift", an unsung hero amongst early low-poly FPS games.
Heh, that's because Chasm: The Rift is one of my favorite games :D. It was the first game I ever bought for myself and the first FPS I ever finished.