Someone recently asked if the source code from Descent 3 will be released. I reached out to my old boss (Matt Toschlog) at Outrage Entertainment and he gave me the go ahead. I'm going to work on getting this running again and I'm looking for some co-maintainers.
[+] [-] shermantanktop|1 year ago|reply
[+] [-] jaegrqualm|1 year ago|reply
https://store.steampowered.com/app/753640/Outer_Wilds/
There is, however, an outright continuation of the subgenre, in Overload.
https://store.steampowered.com/app/448850/Overload/
[+] [-] matheusmoreira|1 year ago|reply
https://youtu.be/T2-IHgNYaKA
https://old.reddit.com/r/EliteDangerous/comments/16xi20a/dua...
https://youtu.be/9U0KNVQmlcM
I miss this game...
> Never understood why this concept didn’t become a whole genre.
Spaceflight simulators have always been niche, unfortunately. Even more niche than flight simulators.
[+] [-] sbierwagen|1 year ago|reply
One fun feature was you could shut off your suit power to go into a stealth mode. This turned off all the HUD elements, and, amusingly enough, turned off most gameplay noises (the explosions and bullets whizzing by) because, in-universe, all those noises are generated by the suit computer, because space is silent!
[+] [-] dclowd9901|1 year ago|reply
Nowadays we have the modern version of Elite Dangerous, but its flight mechanics are too close to aeronautic flight mechanics to compare to Descent.
[+] [-] Buttons840|1 year ago|reply
I had Descent 1 on PS1, and I remember the box claiming the enemies adapted to your play style. Now that I'm older and have studied machine learning and some other AI techniques, I've always wondered exactly what that meant. I'm sure my PS1 wasn't doing gradient descent (heh).
What tricks were behind the claim that the enemies learned and adapted to the player?
[+] [-] Analemma_|1 year ago|reply
[+] [-] tankenmate|1 year ago|reply
[+] [-] jbm|1 year ago|reply
After hours of searching google, I realize that I was actually thinking about Terminal Velocity. Great soundtrack, fun game (although I never finished it).
[+] [-] hombre_fatal|1 year ago|reply
Awful comment to write in a Descent 3 nostalgia thread tho, I admit.
I just remember growing up on Descent and Forsaken and immediately discarded them once I discovered FPS in the early 2000s.
[+] [-] nebalee|1 year ago|reply
[+] [-] honkycat|1 year ago|reply
With any 3d game it becomes a bit of a circle-strafe fight. With space and 6dof games, it becomes a flight simulator fight, which is an intense genre.
Additionally it removes some verticality from levels. IF EVERYTHING is accessible, it removes choices around taking the high ground / sneaking through the low ground.
I agree they are cool games, but they have some quirks that are not everyone's cup of tea.
[+] [-] karmakaze|1 year ago|reply
Arcade-style 6DoF games are so rare. And we have all the hardware now, just not the market to justify the effort. This D3 opensource could kick off a whole new round of games!
Level-editing in VR seems like it would be so much fun too.
[+] [-] Joel_Mckay|1 year ago|reply
Probably needed to develop a less-repetitive story-line to keep people engaged... The traps were so cheesy sometimes. =)
[+] [-] gsich|1 year ago|reply
[+] [-] roydivision|1 year ago|reply
[+] [-] unknown|1 year ago|reply
[deleted]
[+] [-] Dove|1 year ago|reply
The subgenre is called 6DOF, and it does have games. But I agree it's not as big as it could be, and that the magic hasn't really been recaptured. Game developers seem to frequently have this same thought. Descent was good! This should be more popular! Someone tries every couple years or so, but the result generally disappoints.
It is my opinion that 6DOF games are difficult to make good, especially to the standards and expectations of modern gamers. The combat and level design are much more technical (or perhaps just differently technical) than someone from a flat FPS perspective expects, and as a result, the game design seems to have a lot of opportunities for technical mistakes to be made. I think more generic FPS developers, who remembered liking Descent back when our standards were lower, don't realize how much we've learned since then and how very much there is TO learn about the genre.
I find that aggravating. Every few years, the Descent community gets excited about a big 6DOF attempt, and every few years we get disappointed by the result. Even more aggravating, they generally make design mistakes that I think show ignorance of the genre. How does this keep happening? You wouldn't think of making an RTS, or a MOBA, or even a flight combat sim, or really any other very technical genre of game, without the expertise of the veterans and elite players of the genre. And yet 6DOF developers seem to me to do just that. I can only conclude that the problem looks from the outside to he easier than it really is.
I don't mean to sound arrogant! What I mean is that, I think the answer to your question "Why isn't this more of a thing?" is that it's a much harder thing than it appears to be. I think Descent's success can be attributed to a lot of things: to lower standards 30 years ago, to lucky or prescient design decisions, to a brilliant team enjoying the unique freedom of the wild world of 90s software passion projects, and to a lot of community involvement over time. And I'm not sure that's the whole list. I do think it should be a bigger thing now - there is a delicious flavor here and no reason this generation shouldn't love it too. But it's also apparent that Descent caught lightning in a bottle, and even I couldn't tell you everything that went into making it happen once but not twice. I can point to reasons that I think attempts to repeat it have been less successful, reasons that make sense to me as an expert player in the genre, problems I think I or a couple dozen pilots like me could help anyone avoid. But I'm not sure that explains all of the difficulty. Every now and again, some veteran pilot will take the problem into their own hands and try to make the next big 6DOF, and those projects are rarely finished and rarely good. It doesn't seem that hard, from a software point of view, and they know the game! Or think they do. And yet they fail. So genre expertise can't be the only ingredient, even if I think it's a necessary and usually missing one.
The problem is clearly harder than it looks. I think I know what to do, or at least one piece of the puzzle, but better warriors have been slain on that battlefield, and I haven't actually made the attempt, so I don't actually know. But I can definitely say this much: Developer beware! Here there be dragons!
Overload's good though. :)
[+] [-] Daz1|1 year ago|reply
[+] [-] doorhammer|1 year ago|reply
probably some nostalgia there but great memories
[+] [-] Akronymus|1 year ago|reply
Or am I fundamentally misunderstanding what descent is about?
[+] [-] themoonisachees|1 year ago|reply
[+] [-] jimbob45|1 year ago|reply
[+] [-] lotharbot|1 year ago|reply
[+] [-] dcanelhas|1 year ago|reply
[+] [-] rux|1 year ago|reply
[+] [-] jasonjamerson|1 year ago|reply
[+] [-] Xiol32|1 year ago|reply
Descent also contributed to my ruined brain, along with Flight Simulator 95. Cannot play without inverted Y.
[+] [-] otterpro|1 year ago|reply
[+] [-] deepsun|1 year ago|reply
I assume they took it from aircraft controls, that are pull = pitch up (both stick, joystick and yoke-controlled). Counter-Strike ruined it :)
[+] [-] orthoxerox|1 year ago|reply
Ultimately, I found both control schemes equally unintuitive in practice, I'll have to wait until someone manages to make modern Zeldas work with a mouse.
[+] [-] sunnybeetroot|1 year ago|reply
[+] [-] grzeshru|1 year ago|reply
Sidewinder Pro reporting in. Is there any other way?
[+] [-] dehrmann|1 year ago|reply
[+] [-] cloudmike|1 year ago|reply
I always assumed this was a bug-turned-feature, like skiing in Tribes. When I saw the repo just now, I looked for clues, but didn't spot any related comments around the line of code where this ultimately happens:
https://github.com/kevinbentley/Descent3/blob/142052a67d4318...
[+] [-] Lammy|1 year ago|reply
For reference: https://news.ycombinator.com/item?id=40009248
Very cool — thank you!
[+] [-] account42|1 year ago|reply
FWIW, FFMPEG seems to support these formats.
[+] [-] hd4|1 year ago|reply
[+] [-] MaximilianEmel|1 year ago|reply
> A study published in 2002 used Descent 3 to study hawkmoth flight activities. Using the game's editing module, the researchers created a virtual environment consisting of a flat plane with rectangular pillars, across which the animal successfully navigated.
[0] https://en.wikipedia.org/wiki/Descent_3#Other_uses
[+] [-] readyplayernull|1 year ago|reply
[+] [-] throwup238|1 year ago|reply
Total long shot, but I thought I'd ask.
[1] https://en.wikipedia.org/wiki/Hardwar_(video_game)
[+] [-] winrid|1 year ago|reply
[+] [-] mvkel|1 year ago|reply
Simpler times!
What a ton of work building a game is.
[+] [-] oflannabhra|1 year ago|reply
I played D1 dialing up my friends when I was 10, which was amazing. I swapped numbers with some folks on the local BBS and played 1-on-1 deathmatches. My brother installed DEVIL, and I learned how to launch things from DOS, interact with a CLI and filesystem, and of course make my own levels.
We got Internet service and then D2 multiplayer, facilitated by Kali/Kahn for match-making completely blew my mind. I think I was 12 or 13, and discovering things like IRC and webpages describing advanced techniques like chording were hugely eye-opening for how big the world was. Making friends on ICQ, and discovering warez was like living in a sci-if novel. I also got into building and upgrading PCs to be able to play at higher resolutions and frame rates.
Descent 3 was a huge step forward graphically, and brought about sniping with the mass driver. It had worldwide rankings, and making the top 100 leaderboard as a 16 year old still ranks as one of my most mind-blowing moments. It was the first time I had high speed internet, and really ushered in the modern era of gaming for me.
Thank you for this. I’ve since moved on in my life (obviously), but it is amazing to have spent some moments today reflecting on all this. I doubt I would be a child of the internet or a software engineer today without Descent.
[+] [-] codewiz|1 year ago|reply
[+] [-] stevage|1 year ago|reply
[+] [-] pathartl|1 year ago|reply
[+] [-] jslutter|1 year ago|reply
[+] [-] lloeki|1 year ago|reply
Back then I played the trailer over and over and over, waiting for the release... That line is carved deep and immediately pops up every time I think of Descent 3:
> Now, after years of waiting, there is light at the end of the tunnel.
Just as fitting today as it was back then :D
EDIT: ha, an internets uploaded it. What a trailer that was...
https://m.youtube.com/watch?v=IHFazkfmBE4
[+] [-] sshumaker|1 year ago|reply