Now You're Thinking With Portals
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.
Looks to me like they saw Prey do it and wanted to do it too...
Justice is the sheep getting arrested while an impartial judge declares the vote void.
Portal is based on a game called Narbacular Drop that was developed by a group of seniors at the DigiPen Institute of Technology. Valve ended up contracting the entire programming team to work on Portal. It's interesting to see how a game school's relatively small-time project has become front-page news on dozens of gaming sites.
This game is based off of "Narbacular Drop". The guy that made "Narbacular Drop" got hired to Valve, and went on to make this.
Lots of people keep calling it a "Prey" ripoff, whether his idea came from "Prey" or not, its a completely different game imho.
If what you are reading sounds funny, or sarcastic, lame, or stupid
it is because it is supposed to be. just laugh
Wow, I've played through Prey and the portals in that game really mess with your mind but being able to create portals at will certainly makes for some messed up stuff. Reminds me of the black circles they used to have in old cartoons were they'd just throw it in the ground or onto a wall and walk through.
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.
Collector's Edition
Reminds me of the ACME portable holes they used to have in the old Road Runner cartoons :-)
Taking guns away from the 99% gives the 1% 100% of the power.
Portal technology has been around for quite a while...
It's so obvious I'm embarassed I never thought of it myself...
Kudos for Valve for pointing out the obvious to all of us!!
Y
Shocking really, but this technology/technique has been around for a long time and no one has been created enough to apply it as a gameplay element. Really will look forward to playing this!
its nice to see that some people are still working to improve gameplay with innovative ideas instead of just focusing on technological details (such as how exact and good looking the shadows are).
Its all in the gameplay!
I'm with you on that one - let's count the similarities, shall we?
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 protagonist is extremely visible in-game. Physics puzzles will most likely be a big part of Portal, where gravity/spirit walk puzzles are the major focus of (what I've played of) Prey. Portal looks like more of a multiplayer-focused game, where Prey has a pretty complex single-player aspect.
Ripoff or not, I think they both look like a lot of fun. That's still what's important, right?
(Somewhat off-topic: I created Prey-type portals -- you know, the static ones? -- back in the original Unreal Tournament. Good times.)
I [may] disapprove of what you say, but I will defend to the death your right to say it.
Heck ya! Native american protagonist. Spirit mode. Futuristic levels. Lot's of portals. What more could you want?
This sig isn't original enough, it's time to come up with something witty...
My name is Adam, and I support this comment.
I [may] disapprove of what you say, but I will defend to the death your right to say it.
"It's interesting to see how a game school's relatively small-time project has become front-page news on dozens of gaming sites."
Now maybe some of the slash-bitching about the game industry will disappear.
Bungie's Marathon series used a portals-based (though still "2.5D") engine way back in the day, and there were plenty of maps which used made use of what we called "5D space" (two different rooms occupying the same 3D space at the same time, yet not actually being the same room). I know this isn't precisely what the article is talking about, but it's still an application of portals technology for the purposes of interesting gameplay. One of the maps that shipped with the first game was even called "5D space", and was basically a maze that folded around and intersected itself. You could run around a 270-degree curve of hallway on level ground and not intersect the same bit of hallway you were travelling down before you hit the curve...
-Forrest Cameranesi, Geek of all Trades
"I am Sam. Sam I am. I do not like trolls, flames, or spam."
Hopefully they'll make a version for some non-Microsoft platform.
GCHQ Quantum Insert installed. If only our tongues were made of glass, how much more careful we would be when we speak
That it's been in development since before the release of the Prey Demo.
Maybe someone can get a working version of the Bridge from Adventure using a similar technique to these portals. I remember the Quake 3 attempt couldn't get it.
I wouldn't care about all these fancy pants graphics if I had that bridge....
meh I'll just wait for it to come out on a console...
Collector's Edition
I wonder how many portals the source engine can handle, each portal is a new point of view to render from.
If there was multiplayer, imagine a wall with 16 portals on it, the other side overlooking the 16 portals again... from 16 different angles...
Hell, Forsaken (the Descent-alike) had portals too, that did odd things. Closest thing you could get to a MUD's magic maze.
Gravity, not so much.
"It's so obvious I'm embarassed I never thought of it myself..."
Good thing no one's patenting this obvious implimentation of an idea.
Okay, not really, but for some reason the portals video reminded me of Section Z. Maybe its time for a 3D update?
I must have missed that: all the portals I saw were either horizontal on both ends or vertical on both ends. The general point still stands, though.
I [may] disapprove of what you say, but I will defend to the death your right to say it.
+.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...
Doesn't it make you feel good to know that our freedoms are protected by politicans, lawyers and journalists.
From what I can tell (from looking at the video over and over), when you make your third portal it replaces the second one. Eg:
Blue
Red
Red
Blue
Blue
Red
etc.
When you create a new entrance or exit, it "overwrites" an old one, and the old one disappears.
Now, from what I can tell, if you make a new entrance, you can get to it via the existing exit, basically how the system works basically, but in reverse. However, if you create this new entrance and go through it, without placing a linked exit, you're now going against the natural progression of the portal system, and something weird happens. I think I've determined the action as either
- Being teleported to a random place in the level
or
- Being teleported through the "opposite face" of the existing exit, thus ending up on the other side of the wall.
or
- Something Else(tm)
At least, I think that's how it works o_O It's mostly guesses, and utterly confusing. It looks great though, and I'm thoroughly looking forward to playing it.
Your loss.
double the development time, double the support issues for an additional one percent in sales. just isn't worth it. yeah you can re-use much of it from one platform to the next, but you also have OS specific problems with each.
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, no install issues, no software conflict issues, seems they'd save a bunch on support
but what do i know. (goes back to writing SQL queries)
Too bad Narbacular Drop's Web site says: Bandwidth Limit Exceeded ... :( Coral Cache didn't work well on it either. :(
Ant(Dude) @ Quality Foraged Links (AQFL.net) & The Ant Farm (antfarm.ma.cx / antfarm.home.dhs.org).
Here's a link to an .mpeg so you don't have to deal with the annoying script on Gamevideo.com's page.
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.
Editor, A1-AAA AmeriCaptions
Have you ever watched the Beatles' animated The Yellow Submarine film? There is a Sea of Holes. Anyway you should watch it, and not while smoking or licking anything because that would be bad.
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 opinion.
Seeing as Prey had been in 'development' (I use the term lightly since it was techically canned), I find it hard to believe Valve had the idea of using portals for almost a decade now and simply chose NOW to make an actual product out of it.
If portals work the way I think they do, you'll be accelerating if you're in that kind of a portal loop (floor to ceiling) just as if you were falling an indefinite amount of distance. Remove the portals and SPLAT! You have become a small crater.
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 be a dumbass.
Don't thank God, thank a doctor!
There is already a simple mod for the prey demo that allows this... http://forums.3drealms.com/vb/showthread.php?t=193 35 with a video demonstrations http://video.google.com/videoplay?docid=6727494773 800764468
If you just turn around and shot the wall, you can travel to the final level immediately. What a rip off.
That's just your average teleportation device. Another example is the normal teleporters that are all over your average Quake/Doom/Unreal map. Basically, you activate it and it moves you.
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...
Don't thank God, thank a doctor!
Now this is what I call an interesting looking game. The Portal gun also has the gravgun capabilities - did you notice?
Nice to see Valve putting their HL2 revenue to good use instead of just milking the HL cow.
We suffer more in our imagination than in reality. - Seneca
Portals like those shown in the demo couldn't exist in physical reality. They clearly violate conservation of momentum. In order to conserve momentum, they would have to be portals in spaceTIME, not just space, and that would also imply gravitational effects. So you could never create portals like this in the real world.
Descent featured the ability to create portals in game. It was used as a space save measure to fit larger levels into a rather small level cube, but there were still some interesting fan based levels created using that part of the engine.
I couldn't load the video referenced in the article, but I found this on Google Video (which I think is the same video). It looks pretty sweet.
Link
...though it was more of an interactive novel than any sort of 3D game :p
= 3773">http://www.lemon64.com/games/details.php?ID= 3773
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"There are people who do not love their fellow human being, and I _hate_ people like that!" - Tom Lehrer
And now, for the FPS version of "Imagine a Beowulf cluster..."
Imagine a Quake Done Quicker of this!
Some guy portals a robot to get it up to speed, portals it under himself and the robot hits him and knocks him upward, and he keeps repeating that climbing a wall "he shouldn't be able to".
(-1: Post disagrees with my already-settled worldview) is not a valid mod option.
Decent was also another portal heavy game. Portals were a way to cull geometry easily.