<SporkWitch>
ARK: Survival Evolved is also free-to-keep on Steam right now
<SporkWitch>
raptop: wasn't the original daggerfall fully 2d? (I got in at Morrowind, hadn't played the earlier ones)
<raptop>
One of those weird 2.5D engines
<raptop>
Though with actual room over room
<SporkWitch>
isometric view, you mean?
<raptop>
No, first person. Compare with Doom or Marathon
<raptop>
(...or I suppose the Build engine games like Duke3D, Shaddow Warrior, and Blood)
<SporkWitch>
ah
<SporkWitch>
and yeah, i'm familiar with Doom, Marathon, and Wolf3d :)
<SporkWitch>
(played each as they were new lol)
<SporkWitch>
raptop: so when you say 2.5d, you mean like Doom 2, which technically had verticality in the level design, but you still didn't have actual vertical movement or aiming, it just auto-aimed on the pitch axis?
<Pinkbeast>
Er... you had vertical _movement_
<SporkWitch>
Pinkbeast: not really, at least in Doom 2; some enemies could fly, yes, but the player had no jump, though you could DROP off ledges
<raptop>
The player had no jump, though eg: Heretic gave you flight
<raptop>
(and looking up/down IIRC)
<Pinkbeast>
I know you can't jump in Doom, but you can move vertically up and down and so can monsters, so to me that's "yes, really"
<SporkWitch>
yeah, heretic is the first that really got to where most would say you had vertical movement. Doom 2 was just dipping its toes in, but hell, all of those games, plus quake, were groundbreaking for their time; they were inventing it as they went
<raptop>
I want to say that in the case of Doom it's that the levels were layed out in 2D with assigned floor/ceiling heights. So sort of 3D, but not fully
<SporkWitch>
also, turning monsters into chickens is fun lol
<Pinkbeast>
Nothing's different in Doom 2 from Doom (other than some extra annoying verticality in design, but it's the same engine)
<Pinkbeast>
raptop: That's exactly right.
<raptop>
Also everyone's favorite shotgun
<SporkWitch>
*Doom 2. IIRC Doom 1 was polygonal world model, but fully 2d, no verticality. Doom 2 introduced vverticality to the level design
<Pinkbeast>
SporkWitch: Well, you don't recall correctly.
<SporkWitch>
i legitimately don't remember stairs in Doom 1, but maybe i'm blurring with Wolf3d which 100% had zero verticality
<Pinkbeast>
everyone's favourite shotgun> same executable, there's just no graphics for it or anywhere to find it in Doom 1
<raptop>
I'm pretty sure that blurring it with wolf3d is what's happening
<SporkWitch>
well this isn't an awesome sign; recruiter is 15 minutes late for interview...
<Pinkbeast>
*shurg* I don't know why you don't remember them, but they're all over the place. On anything below Ultra-violence you can go upstairs before seeing a monster.
<SporkWitch>
back to space, apparently something exploded at the CCP's space launch centre
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* raptop
randomly guesses hydrazine
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<SporkWitch>
seems a good guess; two other facilities nearby used for Long March launches, which use hypergolic fuels; wouldn't be surprised if the one that blew up did the same
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<SporkWitch>
grrrrr, just finisheed Spinneret and there's no sequel :'(
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<SporkWitch>
anyone have any suggestions on why my resolution setting won't stay? hitting apply then accept, but it keeps resetting to screen native and i'm trying for 1920x1080 to improve performance...