If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!

Prerelease:Duke Nukem Forever/Differences

From The Cutting Room Floor
Jump to navigation Jump to search

This is a sub-page of Prerelease:Duke Nukem Forever.

This cactus is UNDER CONSTRUCTION
This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.

Considering that Duke Nukem Forever endured a long, chaotic development hell, its not a surprise that many things were changed.

Release Date

Many release dates were promised (and missed) by various people. For convivence every release date ever promised has been noted here. Only dates coming those officially associated with the game's development (developers, publishers) are noted here.

Hmmm...
To do:
Likely more
Date Stated by Source
Holiday 1997 Scott Miller October 16th 1996 Gameslice interview
1998 Joe Seigler, Scott Miller News post, PC Gamer magazine issue 42
Summer 1998 3D Realms April 25th 1997 press release
Mid 1998 George Broussard April 27th, 1997 .Plan update
Second quarter of 1998 Scott Miller May 5th 1997 interview
November 1998 GT Interactive Press Release Schedule Q1 1998.xls, GT Interactive - Press Releases, Screen Shots, And Release Schedule
1999 George Broussard June 15th, 1998 press release, June 16th, 1998 interview, October 16th, 1998 False.com interview
2001 2000 3D Realms company card
Second half of 2001 Gathering of Developers December 4th 2000 Press Release
Spring 2010 Anonymous Developer, Triptych Trailer Reddit post, Triptych Trailer
April 15th, 2010 Joe Siegler Joe Seigler's blog, Goodbye Duke Nukem (August 2011)
May 3rd, 2011 (North America) Gearbox Software Original release dates, before being delayed to final release dates in March 2011.
May 6th, 2011 (International)

Characters

For a more in-depth analysis of how the characters changed, visit its dedicated page.

2001 Final (2011)
DNF2001.png DNF2011-FinalLogo.png

Story

1996 Builds

Proton blows up a part of California.

1998 Game Outline

See Development:Duke Nukem Forever/1998 Game Outline.

2000 Story Script

See Development:Duke Nukem Forever/2000 Story Script.

2001 Prototypes

2009 World Chart

In a leaked world chart dated to July 29, 2008.

Gameplay

The game once had RPG and Horrer elements, along with semi-open world sections with the Vehicles in 2001.[1]

Main Menu

August 2001 October 2001 June 2008 (footage)[footnote 1] Final (2011)
Dnf2001aug menu.png Dnf2001 menu.png Dnf jacehallmenu.png Dnf2011 menu.png

A raw August 2001 install has a broken menu. This causes it to not render any options in the menu, though the console and exit confirmation prompt still work. A fix is needed to make the menu appear properly.

HUD

Weapon Selection System

August 2001 October 2001 June 2008 (footage)[footnote 1]
Dnf2001aug weaponbucket.png Dnf2001 weaponbucket.png Dnf jacehallweaponbucket.png

Miscellaneous

Various ideas considered for the game but ultimately discarded include:

  • In an email to Prey project leader Paul Schuytema, Scott Miller would suggest an idea to him that he also desired in Duke Nukem Forever that he called "adventure game class" items.[2]
  • Scott Miller would state in a January 2000 interview that he had pushed for the idea for Duke to dual wield weapons. This idea was apparently voted down within the company for "being too different".[3]
    • Scott Miller would go on to state in the same interview that he had recently pushed for Duke to be incapable of killing female NPCs. This idea was also rejected by 3D Realms staff as they felt it "takes away from the realism of shooting whatever and whomever the player chooses."[3] The final game made all NPCs unkillable, regardless of gender.

Music

TBA

Weapons

Several weapons used to feature alternative fire modes, such as in the 2001 builds, that were removed from the final game.

Pistol

2001 Final (2011)
Dnf2001 pistol.png Dnf2011 pistol.png

Changed to a desert eagle after the Quake II iteration, ultimately ending up as a M1911 in the final game.

Shotgun

2001 Final (2011)
Dnf2001 shotgun.png Dnf2011 shotgun.png

Ripper

November 1999 2001 2003 2005
DNF Nov99 Tentacles.jpg Dnf2001 m16.png Dnf 2003bellowsaur.png Dnf 2005ripperandezvend.png
Final (2011)
Dnf2011 ripper.png

The Ripper is perhaps the weapon that went through the most revision during development. In the Quake II build of the game, it was introduced as an M16.

At some point no earlier than 2004, the M16 was swapped out with Duke Nukem 3D's Ripper. Broussard would confirm this change in an August 2006 post on 3D Realms' fourms.[4]

Pipe Bomb

2001 Final (2011)
Dnf2001 pipebomb.png Dnf2011 pipebomb.png

The Pipe Bomb was known as the "Multi Bomb" in the 2001 prototypes, were it possessed two firing modes; pipe bomb and sticky bomb.

Detonator

2001 Final (2011)
Dnf2001 pipebombdetonator.png Dnf2011 pipebombdetonator.png

Trip Mine

2001 Final (2011)
Dnf2001 tripmine.png Dnf2011 tripmine.png

An earlier Trip Mine model in the 2001 prototypes can be found in the folder Meshes\Models\weapons\TripMine_BAK. This appears to be an older version of the used Trip Mine.

RPG

1997 2001 2002 Final (2011)
DNF1997-FirstScreenshot.jpg Dnf2001 rpg.png Dnf 2002rpg.png Dnf2011 rpg.png

Railgun

2001 (Earlier design) 2001 Final (2011)
Dnf2001 sniperrifleold.png Dnf2001 sniperrifle.png Dnf2011 sniperrifle.png

Shrink Ray

2000 2001 Final (2011)
Dnf2001 shrinkerold.png Dnf2001 shrinker.png Dnf2011 shrinker.png

An earlier, unused design for the Shrink Ray, timestamped August 30th, 2000, in the 2001 prototypes can be found in Meshes\Models\weapons\Shrinkray2. "Shrinkray2" follows the basic design principles that the used Shrink Ray does, but is much more boxy, and most importantly, uses green crystals for ammo instead of a brain-like object.

This used design in the prototype is timestamped May 10th, 2001.

Freeze Ray

2001 Final (2011)
Dnf2001 freezethrower.png Dnf2011 freezethrower.png

Called the Freeze Cannon in the 2001 prototypes.

Expander

Cut Weapons

Weapons present in the 2001 prototypes that were removed from the final game include the Chainsaw and Flamethrower

Items

Beer

The beer item was shown with a brownish-tan color in the December 2007 teaser.

Duke's Shades

Prototype Night Vision Final Duke Vision
Dnf2001 nightvision.png Dnf2011 dukevision.png

Jetpack

2001 Unused design in Final Game Final (2011)
Dnf2001 jetpack.png TBA TBA

Cut Items

TBA

Levels/Locations

Las Vegas

Vegas was originally set at nighttime but changed to daytime in the final.

Mourning Wood

Nevada Desert

Hoover Dam

EDF Base

Ended up being seen in The Doctor Who Cloned Me DLC.

Area 51

Ended up being seen in The Doctor Who Cloned Me DLC.

Cut Levels/Locations

Footnotes

  1. 1.0 1.1 Image taken from the first episode of The Jace Hall Show, which according to Broussard was footage of a build six months prior to the episode's air date. Content featured here may have been outdated by the time the episode had aired.

References

todo