Now You're Thinking With Portals 171
Valve's got a new game in the works, and it's quite the mind-bender. Portal is a puzzle/FPS hybrid that will utilize holes in space to do the impossible. From the Ars Technica post: "That video makes my brain hurt in all the right ways. The set up and voice-over are both hilarious, and at first it seemed rudimentary to me. Then everything goes crazy and you start to realize just how much you can do with this technology. I'm looking forward to seeing fan-made videos hit the 'Net with all the insane stunts and tricks you can pull off. This seems to be one of those games that you'll have as much fun playing with the game as you do simply playing through it." This is a title definitely worth checking out for yourself.
A DigiPen Game (Score:5, Informative)
Re:A DigiPen Game (Score:4, Interesting)
I just played that game. It's the same general idea as Portal will use, so it's fun to play around with the physics and all before the game comes out.
One fun thing to do is shoot a blue portal in the ceiling, a red one in the floor, and then fall though in an infinite loop thing... and then as you fall shoot a blue portal in a wall, you go flying out like in the Portal trailer. I used it to get over a lava pit (I think it might have not been the correct solution, but it was fun. :)
Re:A DigiPen Game (Score:3, Informative)
so a situation where an "input" exists without an output does not occur.
you should also note that the video displays traditional hl2 "grav gun" functionality too, so it's probably like this: primary: make in/out portals, secondary: grip/release with grav gun (or switched)
Re:A DigiPen Game (Score:2)
iirc the demo even had a part showing the player running against an output portal (or _the_ output portal, since there is always just one) as if it was a brick wall. the first portal you make is the output, so there is no "portal leading nowhere".
Re:A DigiPen Game (Score:2, Informative)
Re:A DigiPen Game (Score:2)
Note that this also gets rid of the problem of whether you're placing an out or an in portal. You're just placing one of two, then you go through it to the other, end of story. Hence it doesn't matter which one you're placing, since they're the same (except for color.) You're just placing (moving) the oldest o
Bandwidth Limit Exceeded (Score:2)
Re:Bandwidth Limit Exceeded (Score:3, Informative)
Re:Bandwidth Limit Exceeded (Score:3, Informative)
Narbacular Drop (Score:5, Informative)
Lots of people keep calling it a "Prey" ripoff, whether his idea came from "Prey" or not, its a completely different game imho.
Re:Narbacular Drop (Score:2)
And besides, I'd rather have good ideas taken wherever they may go. The danger of course is to lose the thing ABOUT the feature that made it good in the "original," but as this seems to be only enhancing the possibilities, I say "go for it Valve."
Re:Narbacular Drop (Score:2)
Read the wiki article [wikipedia.org] on Prey. It's been in development since 1995. (!) I remember the original PC Gamer spread which discussed all the cool features that portal technology would allow. As it worked out, however, the technology was a bit too complex and was shelved. A new version was later created with a different codebase and released in 2006.
So I think that it's hard NOT to say that Portal was influenced
Re:Narbacular Drop (Score:4, Informative)
This is blatently incorrect. Prey DID show off their portal tech. (To just anyone and everyone they could!) What they couldn't do was make an actual game out of it. Cool tech, but it ended up being nothing more than a research project.
Fast forward to the 21st century. Any game maker who wants to implement Portal Technology is going to study 2 examples. The first one is Descent's 360 degree engine. The second is the Prey portal technology that allowed worlds to collapse in on themselves. Once you understand how portals work (it's a bloody easy concept [flipcode.com]), creating those effects follows quite easily.
So again, it's impossible to say that Portal and its predecessor were not influenced by Prey.
One feature makes it a ripoff? (Score:2)
Both games are 3D FPSs with portals whose names start with P.
What about the differences?
Prey: spirit walking, gravity manipulation, Native American protagonist, "living" level design.
Portal: at-will portal creation, portals don't have to share horizontal/vertical orientation, "futuristic" level design.
This isn't including the assumptions one could make about the gameplay: knowing Valve, the player character will be silent, where the Prey prot
The Middle Ground (Score:3, Funny)
Heck ya! Native american protagonist. Spirit mode. Futuristic levels. Lot's of portals. What more could you want?
OT (Score:2)
Re:One feature makes it a ripoff? (Score:2)
What do you mean "share horizontal/vertical orientation"? There are rooms in Prey where a portal takes you onto a wall in the same room, or drops you through a ceiling in another room, etc., meaning your orientation shifts as you walk through it.
Must have missed them. (Score:2)
Re:Must have missed them. (Score:2)
Re:Narbacular Drop (Score:3, Interesting)
- In Prey, portals are a new thing that level can do to the player
- In Narbtacular Drop and Portal, portals are a new thing that the player can do to the level.
Re:Narbacular Drop (Score:3, Informative)
Re:Narbacular Drop (Score:3, Informative)
Doom 3 physics:half life 2 physics::Prey portals:Portal portals
Re:Narbacular Drop (Score:3, Informative)
The idea of portals has been around for ages. Anyone who knows anything about 3D programming should know about the differences between Portals, Octrees, BSP trees, and so on.
In fact, if I remember right, Duke Nukem 3D was played essentially as a portal system with all the limitations of Doom. For instance, I once made a fun level which had a long ramp/tunnel that sloped downwards, but otherwise went straight to an elevator, and you bring the elevator up and you're at the top of the ramp, even though the
Re:Narbacular Drop (Score:2)
Re:Narbacular Drop (Score:2)
(the sound the idea makes going over your head)
Re:Narbacular Drop (Score:2)
This is in contrast to the Quake engine, where instead of a series of tubes, it'd be more like a big truck that you just dump something on.
Re:Narbacular Drop (Score:2)
I think my brain just snapped (Score:3, Interesting)
I'm curious how they plan to let you get yourself out of an infinite portal loop like a portal in the floor the drops from the ceiling back into the portal in the floor. etc. unless of course said portals are only good for X number of uses. Even still This one looks to be much cooler then the gravity gun.
Re:I think my brain just snapped (Score:2)
Looking at the video on their page it seems they'll allow it just fine. This game looks very nifty!
Re:I think my brain just snapped (Score:2)
Re:I think my brain just snapped (Score:2)
If it were up to me the solution would be single-player: You can still access the menus, load from your last save. multi-player: Have a timeout period on multiple uses where you are blocked by the portal's surface instead of going through it.
Re:I think my brain just snapped (Score:2, Informative)
From the video the solution is quite simple.
The portal-gun looks like it will only allow 2 portals to exist at once (one leading to the other), so to break a loop you just fire your gun anywhere else, and the first portal created will disappear and be replaced by the new one.
OW!!!! (Score:2)
Of course, it would help for a floor to floor fall, as in that case, you're constantly changing direction, so you never pick up any real speed. Still, I think the real solution is the same as the solution to not blowing yourself up with a rocket launcher: Don't
Re:OW!!!! (Score:2)
i don't think a game like this would give much about physical realism, instead it would only care about making for interesting gameplay. instant-death loops are not part of that. i guess they would even implement some kind of (not too high) upper limit for falling speed, because otherwise you would quickly end up with funny temporal aliasing effects between frame rate and loop speed. this would probably be interesting for us techies but be harmful for
Re:I think my brain just snapped (Score:2)
Re:I think my brain just snapped (Score:2)
From the video it looks like infinite loop portals would be allowed. To get out you'd just shoot to make a new portal on the wall next to you. This would change the location of one of the two portals breaking the loop.
Re:I think my brain just snapped (Score:2)
Re:I think my brain just snapped (Score:3, Interesting)
More interesting would be to create a
Re:I think my brain just snapped (Score:2)
Simple. Fire off another portal to the side while you're falling through that loop. You'll fall through the portal one more time, then you'll pop out of the new one, hopefully away from the hole.
What would really be a gas would be fake portals that pass light but not matter. Fire a real portal over a fake one, run through. Remo
Re:I think my brain just snapped (Score:2)
I don't think that will work, but if it were possible -- maybe right-click for portal A and left-click for portal B, make them different colors? -- then that would be an awesomely cheap way of doing insane things. For instance: I don't think the Source engine measures the speed with which you impact a wall, only
Re:I think my brain just snapped (Score:2)
where one color means input and the other means output, effectively you will always have exactly one pair of portals. if the last portal you made for your loop was the output in the ceiling then "shooting" anywhere else will result in you hitting the floor where the input portal was before and if the last portal you made was the input in the floor then the next will be the output, so you will fall into the input and emerge w
Re:I think my brain just snapped (Score:2)
The segment of the video after the VO says "This next test is impossible" demonstrates that this is NOT the case.
Re:I think my brain just snapped (Score:2)
Meep, meep! (Score:4, Insightful)
Gameplay (Score:5, Insightful)
Its all in the gameplay!
Even older than Prey... (Score:4, Interesting)
Re:Even older than Prey... (Score:2)
Re:Even older than Prey... (Score:2)
Re:Even older than Prey... (Score:2)
Not until you got to 360, at least...
Re:Even older than Prey... (Score:2)
Re:Even older than Prey... (Score:2)
Re:Even older than Prey... (Score:2)
I'll buy it, but not for Windoze (Score:2, Insightful)
doubt it (Score:2, Interesting)
I don't know why they don't put games on boot disks, whatever OS they want to use. Would solve a lot of the problems that normal end users have with bad performance due to viruses and spyware, plus the game developers would likely use a linux based system. no compatibility issues,
Re:doubt it (Score:2, Informative)
Re:doubt it (Score:2)
Uh, you have no idea what the fuck you're talking about [microsoft.com]. But nice try.
The real issue is that you can't legally distribute a bootable Windows disc, and the OSes you can distribute don't support DirectX.
Meanwhile, making a bootable linux disc is a stupid idea too, because you can't update drivers without making a new disc.
Re:doubt it (Score:2)
The second part is true, but the first part is not. If supporting an additional platform doubles your development time, it had better be because you're doing a complete rewrite for each platform - which would make you an idiot.
The situation is even sillier than that since you can use OpenGL, OpenAL, and SDL on Mac, Windows, and Linux, and if you write sufficiently portable code you'll have little work to do t
Re:doubt it (Score:2)
Re:doubt it (Score:2)
And even if linux were more viable
Re:doubt it (Score:2)
So if it really matters that much (you aren't just making a completely new engine), how hard is it to just, say, mod Quake 4?
Oh noes! That would be soooo hard! In fact, no one's probably ever done [kororaa.org] it before [slashdot.org]!
Yes, I know that second project is closed. The reason has nothing to
Re:doubt it (Score:2)
PS2 isn't 1% in sales.
Re:I'll buy it, but not for Windoze (Score:2, Funny)
Re:I'll buy it, but not for Windoze (Score:2)
Portal for the C64 was pretty good... (Score:2)
A href="http://www.lemon64.com/games/details.php?ID
Limits (Score:5, Interesting)
If there was multiplayer, imagine a wall with 16 portals on it, the other side overlooking the 16 portals again... from 16 different angles...
Re:Limits (Score:2)
Re:Limits (Score:2)
But you can go weirder! (Score:4, Interesting)
+.A...B.+
+.......+
+.C...D.+
+-------+
Go east from A, say, and you get to B. With portal technology you can throw away D and join the south edge of B to the east edge of C. The next result: you walk 270 degrees around the room and you end up back where you started! This is essentially what physicists mean by a curved spacetime. In this case the spacetime is "piecewise" linear with all of the curvature concentrated at the center of the room. And when you join regions with portals you can potentially use any affine transform you like. For example you could have a ring corridor with the property that when you walk around it once you are half the size you were when you started. You might see yourself half size (or twice as large) if you look far enough. This is similar to the way a mathematician might build a manifold using 'charts' and 'atlases'. (A non-orientable manifold would be one where walking through a certain door reflected you, or the universe, depending on your point of view.)
(Note, I don't mean that there are 3 rooms, A, B and C. I mean one big room with 3 regions, and maybe a thin pillar in the center. It would look like an ordinary room until you dropped some objects and started walking around it. And of course it would get very tricky to deal with someone in one of the other regions shooting at you. You'd see them in multiple directions.)
You can even do weirder things like make portals work in spacetime...
Re:But you can go weirder! (Score:2)
And trying to understand Relativity definitely makes me want to just pick up a videogame...
Re:But you can go weirder! (Score:2)
It might help people understand the notion of a quotient space [wikipedia.org], a topological space that is constructed by "gluing" different points together so that they are treated as the same point.
Re:But you can go weirder! (Score:2)
Re:But you can go weirder! (Score:2)
Re:But you can go weirder! (Score:2)
These portals are unphysical (Score:2)
Re:But you can go weirder! (Score:2)
Straight to video (Score:2, Informative)
The Beatles did it Best (Score:2)
By the way, the Beatles didn't actually do the voices for their characters except for the singing because they were busy saying "screw you" to the capitalistic society that gave them the free time and wherewithal to meditate on how screwed up the capitalistic society was. Or maybe they just respected Billy West's opini
Mod for Prey allows this (Score:2, Informative)
Backdoor in game let's you win immediately. (Score:4, Funny)
For once an inovative game again (Score:2)
Nice to see Valve putting their HL2 revenue to good use instead of just milking the HL cow.
Did NOBODY play Descent? (Score:3, Informative)
Slashdotted (Score:3, Informative)
Link [google.com]
Decent (Score:2)
Re:Original... (Score:2)
Re:Original... (Score:4, Insightful)
Re:Original... (Score:2, Informative)
Re:Original... (Score:2)
It's not as if Prey is the first game to have a portal mechanism either. This thread is full of examples to the contrary. However the common reaction is to think Portal is a Prey ripoff, mearly because Prey contains the most recent incartation of a vaugly simmilar concept. In reality, there isn't much basis for comparing the two games, and such comparisons would be of limited usefulness.
Re:Original... (Score:2, Insightful)
Reading the description that was the first thing to pop in my mind too. But after seeing the video and some of the test they will put the player though, I think it will definately be able to set itself apart from Prey, think more puzzle and less FPS.
Except (Score:2)
In 'development' since 1997 (Score:2)
Re:In 'development' since 1997 (Score:2)
If you saw HL2, there were some serious budget cuts on the scenery - try doing some grenade jump tricks or otherwise getting into the "you're not supposed to be here" area. Where other games put full 4-wall houses, just because that's easier, where they put a bit of far landscape or place normal "
Re:In 'development' since 1997 (Score:2)
Re:Valve, Huh? (Score:2)
Offtopic: Steam (Score:4, Interesting)
This is off-topic. But since you asked...
I feel it's important to remind people that, no matter how slick the packaging or magnificent the graphics or interesting/useful the application, this piece of software comes with an enormous downside: You have to install spyware in order to play it.
Ordinarily, that would be the end of the discussion:
"Hey, check out these really slick animated cursors!"
"Dude, it's spyware."
"Hey, isn't my new screen buddy cute?"
"Dude, it's spyware."
"Woah, look at this uber-cool screensaver I installed!"
"Dude, it's spyware."
"Wow, this free solitaire program I downloaded is much prettier than the one that comes with Windows."
"Dude, it's spyware!"
If a vendor distributes spyware, they are correctly pilloried by the community. Yet, for some reason, Valve gets a pass. No one has been able to make the argument that distinguishes Steam from other spyware suites out there. And no, claiming that Valve is trying to develop a new revenue model doesn't cut it, because Gator and BonziBuddy and CometCursor were also trying to develop a new revenue model.
Anti-cheat measures? A reasonable feature, but PunkBuster did the same thing with Quake3 without being a requirement.
If I seem just a bit more strident about this than most, it's because I'm still annoyed at Valve for breaking my copy of HalfLife. I had a perfectly working copy of HalfLife -- in fact, two copies, because I'd bought a second copy bundled with Counter-Strike because I didn't feel like spending hours downloading it -- when one day Valve announces Steam. I said, "No, thank you, Steam's 'features' are not valuable to me, and certainly not worth as much as what I'll lose in personal privacy and system stability. My copy of HalfLife works just fine the way it is." I made an economic decision; I voted with my wallet. That's what everyone here says to do, right?
Well, that wasn't good enough for Valve, who apparently threatened or bought off the GameSpy3D and All-Seeing Eye publishers into refusing to list non-Steam game servers (of which there were plenty), and shutting off the old authentication servers. In other words, they broke my copy of HalfLife to try and force me to install their spyware. I have stuck to my principles, and continue to refuse to install Steam. This means I don't get to play TFC or Counter-Strike any more, despite the fact that there's nothing, technically, wrong with the copies I own. A considerable fraction of the value in the software I bought and paid for has been destroyed.
Valve tried to change the terms of the sale in a big fscking way long after the fact. If they did it once, there's every reason to suspect they'll do it again. Sorry, you don't get to do that, not with my machine and not with my dollars. I feel it's still important to make people aware that the cost to them may well be far greater than simply the dollars they'll part with.
Schwab
P.S: If anyone knows of any master servers listing non-Steam TFC and Counter-Strike servers that will work with the old WON-based versions of HalfLife, I'd appreciate knowing about it.
Re:Offtopic: Steam (Score:4, Insightful)
No, they decided to stop offering the service you were used to getting for free, and replace it with a different service (also free).
I actually like Steam, because unlike other forms of spyware or DRM (both of which are evil), Steam actually stays 100% out of my way, without significantly changing the model for my owning a game.
Let's compare Steam to other copy protection models:
CD Keys. Don't work, easily broken by "borrowing" a friend's key and denying access to the game's authentication servers.
Requiring the CD to be inserted. This is either ludicrously easy to beat (create another virtual drive in Wine, change some registry values, or put a snigle file on a single Samba share in Windows) or insanely annoying, or both. In any case, it prevents backups, and it shortens the life of the original CD, assuming it works.
Making the game a service (MMO). Great, so I pay $50 or $60 for the game, then you want me to spend $15 a month to keep playing? Not usually worth it, and only works for MMOs.
Steam. Well, it may be a steaming pile of crap technologically (IE all over), but it means that once I pay for a game, I've paid for it. I can then play said game from any computer that I remember my Steam password on, and every time I play it, I get to download and install the software. It also automatically provides me updates in a fairly unobtrusive way (something I've never had another game do), and not only allows me to play the game without a CD, not only allows me to download any number of times, but actually provides me with a tool to back up a copy of any number of Steam games to a CD or DVD, in a way that's account neutral -- which means if my friend buys Half-Life 2, I can burn a CD of the game and give it to him, saving him from waiting for the download.
It's even been good about asking before it sends info in. A hardware survey, for instance. Whereas these other pieces of spyware tend to collect personal info, send it in, silently eat up resources in the background with no explanation as to why, and cannot be shut off effectively.
I mean, yes, by some definition, it's Spyware, but by the same definition, so is Windows. Your copy of Windows would be very, very broken if you didn't get your automatic updates.
Anyway, end of rant, but I really get sick of all the hatred against Steam every time it comes up. You want an argument that distinguishes Steam from these other things? Steam actually adds value. Most spyware generally does nothing for you, steals your resources, pops up messages, and sends spam. Steam does none of these things, but lets you do things (legally!) that no other game or game platform lets you do at all.
Re:Cool! (Score:2, Interesting)
Re:Portal progression (Score:2)
Re:Portal progression (Score:3, Interesting)
Most simple solution would be to link the portal to itself, so if you go in, you come out at the exact same spot, just the other way around. Even more funny would be to make the portal like a mirror, so if you go in you come out in a world that is a mirrored version of the one you left. 'The Room' demo that was shown on GDC a
That's not a portal. (Score:4, Informative)
Portals are much cooler because it's not like you're looking through a portal or a teleporter -- a portal really is just a hole in the wall that happens to lead to another part of the map. You've probably played plenty of games with Portal without realizing it, because it's usually used for occlusion culling for indoor geometry.
It basically means your game geometry is a linked list, only more complex... like hyperlinks...
Nevermind, let me try and translate. Say you have three rooms in an L shape. If you're in the first room, looking into the second, but you can't see the entrance to the third room, then the game can skip drawing the entire third room. It can break the second room down, also -- you could have a portal in the middle of the room, so that half the room can just be ignored if it knows you can't see the portal to that half of the room.
They also have the nifty ability to do crazy stuff like this, because the portal between two rooms is really only a pointer between them, in the literal, programming sense.
So, this implementation may be the most polished user-modifiable portals you've seen, but you've probably seen plenty of very polished portals that you never knew were there. That, and the UT thing you mentioned isn't really portals...
Re:That's not a portal. (Score:2)
No, it's not. The placable two-way teleporter is still just a teleporter -- it just has to grab anything that touches it and flip it to the other side. If your engine is that, you can try to build a portal by catching absolutely EVERYTHING -- that is, you have a camera on the other side that maps to the portal's surface, maybe it's even some fancy shader that can somehow even look right as you change perspective, and of c