Fstop would be cool, even tho indie demos have been using it for years now. The adhesion gel didn't sound too bad to me, despite play testers not liking it, but I'm having a hard time conceptualizing what else could be added. I don't think a third portal or time control is the answer, but what do you think?
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Nothing, I’d finish Artifact Foundry and hold the million-dollar tournament instead.
Valve screwed over the Artifact fanbase by cancelling the Artifact 2.0 beta without even allowing users to invite friends like they said they would in January 2021 and does not deserve your financial support for these gross consumer-unfriendly practices.
Was artifact good?
No one other than you played it.
wtf was fstop?
It used camera angle frickery to manipulate the size of objects
valve is not a video game company anymore
But why, they made the best games
VR only for starters
>but le sickness
frick basedboys they have no say its a valve game, they not soyn.
Fstop got a spiritual release
This was a great mechanic and a mid game
Yeah wish they would have leaned more into some deeper underlying psychological thing that they were clearly hinting at.
Like you were some mental patient
Would it be possible to make Portal work in a game environment that wasn't strictly controlled like Aperture Science's test chambers?
It'd basically be Portal 2's problem of shoving black walls everywhere, but instead of black walls it's uneven terrain. At best, portals would work in a city.
I would make the entire game about A puzzles just to make Bgays seethe
The ability to frick Chell through a portal.
I would introduce actual gameplay as opposed to making the game a glorified walking simulator like the one Portal 2 was. We need more gameplay variety besides just test chambers, all that leads to is the same few puzzle makers jerking each other off.
obviously a third portal
I want to get crazy with the portal movement. Larger environments and opportunities to travel across them really fast. Portals on moving surfaces
Nuh uh, you will have the same exact formula of chambers designed by TWP trannies as the last 10 years and you WILL solve it. Movement in a Portal game is execution, timing, and mechanically demanding, and therefore bad!
yellow paint and arrows pointing where to go and place portals 🙂
If I had to try and make the idea of adhesion gel work, I'd make it only partially work on the player. Let them slide down the wall slowly, while retaining much more control than they would in the air, without changing their perspective or anything. For objects, they can get fully stuck on anything they share a flush surface with, but will only slow down their descent if they don't have a large surface to press flush against another. So things like spheres gain an additional mechanical wrinkle rendering them different from cubes in another major interaction.
I don't necessarily think "more mechanics" is the key to a Portal sequel in the first place, though. I mean sure, maybe a handful, but the focus should be on improving, refining, and exploring the depth allowed by the breadth of mechanics introduced over the past few games.
moving portals
non-euclidean spaces
more dimensions
>wallwalk gel
FRICK the motion sick ppl, I don't give a DAMN
>reflective gel
reflects hard-light bridges, lasers, funnels
>more movement options
just transplant mirror's edge parkour. the style is similar enough, I'm sure it'll work out
>more grill types
we have a grill that destroys portals and solid objects, and we have a grill that destroys the player. I want more.
>bring back the pellet
nuff said. lasers just don't hit the same
>actual control over the thing you're holding
fiddling about so you can get a cube pointing the right way is a huge source of frustration
>get rid of the autoaim on portals and the funneling effect that guides you in and out
it's annoying when a game doesn't let you do what you actually want. that latter part is especially annoying, I was making a custom level but it fell apart when I found out that even if you enter a portal at a really shallow angle, you will exit as if you fell straight in. restricting my options because you want to baby the guy that walked in a loop for 30 minutes is infuriating
every time a level designer wants to make a huge level where you advance by finding the 1 portalable surface, he gets fired.
also every time a level designer wants to make a setpiece with moving portals, he gets fired.
implementing moving portals as a gameplay mechanic ironically doesn't seem like it would be the hard part of making a portal game that really uses them
teaching the player what's up with them and integrating moving platforms without making it obvious it's "just another moving portal fling puzzle" would be
>i have no idea how to pace a game
Portal 3 will only be good if someone they add the 4th and 5th dimension to gameplay
If they cant manage to do this than its trash
a 3rd portal
Add moving portals that when you go through them don't transfer any momentum to you
but those are already in, anon
that's the normal behavior because most 3D engines have a universal objective "speed"/"direction" that portals translate via hacks and which would thus require more hacks to translate motion
of course, the issue then becomes getting the object through the portal; the hacks they use in the current source engine also prevent a moving portal from lowering over a cube in the first place, since it doesn't create a literal hole in the surface.
B flinging. I don't care if A is more realistic, B enables a new game mechanic that A doesn't
A isn't even more realistic.
Portals can't contain matter, so the rate you are engulfed by one is the rate you have to emerge from the other. That rate of emergence is your new speed.