Unreal Tournament – New Pre-Alpha 20-Minute Gameplay Footage Shows Fatal1ty Fragging

Fatal1ty has just shared a 20-minute gameplay from the pre-alpha build of Unreal Tournament. Naturally, this footage does not reflect the final product. Gameplay wise, Unreal Tournament looks similar to the first game. Those interested can download the public pre-alpha build from here. Enjoy!

UT4 Pre Alpha - Fatal1ty Game Footage

28 thoughts on “Unreal Tournament – New Pre-Alpha 20-Minute Gameplay Footage Shows Fatal1ty Fragging”

    1. For the love of God , this is pre alpha . Most of the stuff here is placeholder . Final game won’t look like this at all . Not even close .

      1. I know what Alpha is, there’s no attetnion to graphic in that early stage. But just after looking at this art direction, I have a feeling, that weapons and their models will not change that much in final release. But lets hope I’m wrong 🙂

      1. i judge it by what previous ut games have been, the movement does not flow like in q3a, even with wall-jump dodging it’s still not smooth. You run a little, dodge, run a little dodge, you cannot pick up speed from jump to jump.

        1. True, the physics behind player movement in UT are a lot simpler. 2K4 compensated for this by letting you chain dodge jumps and in general move really fast relative to your size. I would prefer a Quake 3/Live type system where momentum accumulates over time but with the dodge system instead of air strafing. Basically all they need to do to accomplish this with UT4 is increase the “sprint” speed (your speed does build over time already), that is the speed at which you stop accelerating, and make sure that you KEEP this speed when you dodge or jump. Currently it seems to be reset but I’ve seen some intersting prototypes for movement on this channel:

          https://www.youtube.com/watch?v=ycASrC2y538

          Go to 4:03 to see a movement prototype where dodging will “boost” you, potentially to top speed. Now if top speed were still increased a little I think this system could result in a Quake-like feel to movement without reverse engineering id tech’s air strafing bug.

          1. so the way i would want it to be is have the same movement from uk2004, the wall double dodges and everything, keep more speed on landing from dodges, to combine into a strafe jump and gain accel, make each forward strafe jump increase your speed. So keep more speed on landing from dodges + ut2k4 movement + q2 strafe jump accel. What kills it now is the movement is fragmented between barely running and the slight increase you get while dodging, dodge +jump or wall dodge+ jump in the direction you want to go. Thing is landing resets your speed to that of running if the momentum would be kept and increase with each consequent jump it would have more flow.

  1. They’re both cool. I like UT more because of the interesting locations and dual-fire weapons. But Quake is beautiful for its purity. It’s vanilla, but vanilla in that it’s sort of the distilled perfection of the very idea of deathmatch.

  2. Well, Carmack abandoned us. Don’t have much to do aside from waiting for Quake Live to come to Steam.

          1. No, actually all property of his (and everyone else) at id was owned by the “mother company” Zenimax.

          2. That’s the old stuff, unfortunately that doesn’t include any of the new stuff from the new id tech 5/6 engines. Even outside of Github, the world has had access to that source for many years. I know people have been using the Q3 code since around the time Windows Mobile 5.1 came out, when people where putting Q3 ports on the HTC Fuze/Touch Pro over on XDA-developers.com

    1. Often in game config files vertical and horizontal mouse sensitivity are separate- even if you don’t get that option in the in-game options.

Leave a Reply

Your email address will not be published. Required fields are marked *