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Tales of Games has two new development heads, Denis Dyack and Peter Molyneux.
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# ? Feb 22, 2015 23:08 |
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# ? May 30, 2024 13:27 |
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Just finished a massive refactoring of our entire Gun's system. It was necessary to be able to save the guns. It ended up taking three weeks and adding no extra features beyond "...also your guns are saved now". Overall i'd sum up the experience as a nerve-wrecking snooze-fest. Lesson learned: Next time we make a game the scale of Baldurs Gate 2 we should implement critical systems, like you know, saving all parts of the game, early rather than 2 years into development.
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# ? Feb 22, 2015 23:28 |
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Bisse posted:Just finished a massive refactoring of our entire Gun's system. It was necessary to be able to save the guns. It ended up taking three weeks and adding no extra features beyond "...also your guns are saved now". Overall i'd sum up the experience as a nerve-wrecking snooze-fest. Handling that within the first two years of a six year development cycle is pretty good!
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# ? Feb 22, 2015 23:48 |
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Bisse posted:Just finished a massive refactoring of our entire Gun's system. It was necessary to be able to save the guns. It ended up taking three weeks and adding no extra features beyond "...also your guns are saved now". Overall i'd sum up the experience as a nerve-wrecking snooze-fest. What was wrong with the previous system that didn't allow the guns to be saved?
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# ? Feb 23, 2015 00:13 |
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can't wait to unplug my computer from the wall in the middle of saving my garbage gun's so they become corrupted
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# ? Feb 23, 2015 02:32 |
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Can't wait for my wifi to go down while the game is syncing my gun's with the central tog servers.
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# ? Feb 23, 2015 02:58 |
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I thought we didn't raise enough money for a centralized gun'schematics system.
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# ? Feb 23, 2015 04:28 |
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Dr. Arbitrary posted:I thought we didn't raise enough money for a centralized gun'schematics system. You misunderstand, we didn't raise enough money to NOT have a centralized gun'sschematic database
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# ? Feb 23, 2015 07:00 |
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I'm okay with a centralized gun's schematics deposit as long as there's horse vaginas.
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# ? Feb 23, 2015 07:15 |
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SirPenguin posted:can't wait to unplug my computer from the wall in the middle of saving my garbage gun's so they become corrupted
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# ? Feb 23, 2015 08:56 |
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Cicero posted:Do corrupted gun's do more damage? they attack the bball matricks which unlocks a Neo...pet for your character to raise. Yeah, chao raising is IN, baby!
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# ? Feb 23, 2015 10:12 |
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Mercury_Storm posted:What was wrong with the previous system that didn't allow the guns to be saved? Okay so when saving things we wanted to avoid referencing individual variables and writing to/from specific objects or global variables. Because if we did that, adding something new to the save data to be saved and loaded would be a bunch of technical steps for each single variable saved. What we do instead is we have a big 'save data' data structure which is a map. Quest data, for example, simply reads to/from this data structure at the path "player.quests.QUESTNAME". Then, we simply save and load this data structure. This way, all you need to do to ensure your data is saved, is to store it in the save data structure, and then the game will automagically handle the rest. There are some limitations on the format of the data stored. It has to be either a map, a list, or a single value. This turned out to work well for everything except for gun's. Gun's, you see, were stored as objects containing more than 150 variables. So what I had to do was refactor gun's to instead be Map data structures. This also meant changing any piece of code that directly or indirectly touched on any of its 150 variables.
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# ? Feb 23, 2015 16:06 |
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why are my quotes yellow when people quote me
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# ? Feb 23, 2015 18:00 |
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Bisse posted:oh god. okay, let's get technical! I'm perfectly capable of understanding what you're saying here, but I'm going to choose to ignore that and misunderstand you to assume you mean a literal map, and I'll be able to enter all of my gun's in order to unlock and upgrade the Fifth Statistic "Umami" through a series of randomly generated levels. Thanks TOG!
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# ? Feb 23, 2015 18:08 |
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Bisse posted:What we do instead is we have a big 'save data' data structure which is a map. Quest data, for example, simply reads to/from this data structure at the path "player.quests.QUESTNAME". Then, we simply save and load this data structure. This way, all you need to do to ensure your data is saved, is to store it in the save data structure, and then the game will automagically handle the rest. drat thats a good idea why didnt i think of that this is why nobodys paying me to make videogames
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# ? Feb 23, 2015 18:13 |
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Bisse posted:why are my quotes yellow when people quote me ... You know, the fancy way to solve your gun problem would've been to save a unique seed number for each gun and run the random number generator every time you load the game. DeepQantas fucked around with this message at 19:47 on Feb 23, 2015 |
# ? Feb 23, 2015 19:36 |
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Bisse posted:why are my quotes yellow when people quote me It's a feature they added some time last year. Good for threads with lots of Q&A like this one.
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# ? Feb 23, 2015 19:59 |
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Bisse posted:why are my quotes yellow when people quote me Mr.Pibbleton posted:Handling that within the first two years of a six year development cycle is pretty good! Khorne fucked around with this message at 20:40 on Feb 23, 2015 |
# ? Feb 23, 2015 20:37 |
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Khorne posted:because people are pissing all over them The DNF of vidcons, you might say.
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# ? Feb 23, 2015 20:57 |
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Super Rad posted:The DNF of vidcons, you might say. Man I remember those pics of Axemaniac's DNF release party preparations. He even decorated his toilet for that not to mention finding a guy to cosplay as Duke whom he was training to talk like Duke only for... well, you know.
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# ? Feb 23, 2015 21:07 |
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Bisse posted:oh god. okay, let's get technical! I'm still a little confused about why saving was problem. Why couldn't you save each guns' variables as a list of values and use those values to instantiate the guns every time you loaded a save? DeepQantas posted:You know, the fancy way to solve your gun problem would've been to save a unique seed number for each gun and run the random number generator every time you load the game.
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# ? Feb 23, 2015 21:11 |
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Holepunchio posted:I'm still a little confused about why saving was problem. Why couldn't you save each guns' variables as a list of values and use those values to instantiate the guns every time you loaded a save? Bisse fucked around with this message at 22:03 on Feb 23, 2015 |
# ? Feb 23, 2015 22:00 |
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Mr.Pibbleton posted:Man I remember those pics of Axemaniac's DNF release party preparations. He even decorated his toilet for that not to mention finding a guy to cosplay as Duke whom he was training to talk like Duke only for... well, you know. Was it an... ultimate toilet?
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# ? Feb 23, 2015 22:37 |
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Super Rad posted:Was it an... ultimate toilet? I googled to find out what you meant.
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# ? Feb 24, 2015 00:05 |
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HMS Boromir posted:this is why nobodys paying me to make videogames Videogame's
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# ? Feb 24, 2015 00:13 |
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Maaan, I sat down now for just an hour or so but in that time fixed so many bugs. Feels good.
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# ? Feb 25, 2015 07:02 |
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When is this loving game coming out
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# ? Feb 25, 2015 07:08 |
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when bargly
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# ? Feb 25, 2015 07:36 |
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Big Anime Fan Here posted:When is this loving game coming out Never. ToG ran away with the kickstarter money to make a better Ducktales remake than the Ducktales remake.
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# ? Feb 25, 2015 07:48 |
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Arzachel posted:Never. ToG ran away with the kickstarter money to make a better Ducktales remake than the Ducktales remake. A noble endeavor.
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# ? Feb 25, 2015 07:49 |
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Arzachel posted:Never. ToG ran away with the kickstarter money to make a better Ducktales remake than the Ducktales remake. I backed the ks and I'm ok with this
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# ? Feb 25, 2015 07:58 |
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Arzachel posted:Never. ToG ran away with the kickstarter money to make a better Ducktales remake than the Ducktales remake. Woo hoo!
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# ? Feb 25, 2015 08:20 |
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Big Anime Fan Here posted:When is this loving game coming out If we can reach $420k in preorders it's going to ship free with every copy of Halo 5.
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# ? Feb 25, 2015 08:29 |
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The B2 developement is taking so long because we are trying to create a gamer caliphate to combat ISIS on a philosophical level. Islam is a party religion. https://www.youtube.com/watch?v=Jlb1mzdMy84 Chef actually made a B2 rendition of this and it is really good.
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# ? Feb 25, 2015 10:59 |
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That's alright I didn't give yall any money I just wanted to check.
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# ? Feb 25, 2015 11:55 |
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Marxalot posted:If we can reach $420k in preorders it's going to ship free with every copy of Halo 5. I backed the kickstarter but you can keep the copy of Halo 5. Please, keep it. No really - I insist. I'm happy with my OGG collection of all the TOG music ever.
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# ? Feb 25, 2015 15:11 |
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http://www.twitch.tv/frankiepixelshow Streaming tonight. Drawing more gun's, and might also animate more duergars later.
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# ? Feb 26, 2015 00:16 |
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Bisse posted:oh god. okay, let's get technical! one variable per bullet right?
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# ? Feb 26, 2015 01:08 |
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Dabir posted:one variable per bullet right? code:
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# ? Feb 26, 2015 08:18 |
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# ? May 30, 2024 13:27 |
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Made some good gun's last night on my stream, made about 44. About 798 total gun's down. Only about 962 to 1122 to go! (actual numbers) I'm in a gaddam gun drawing binge, watch out!! About this conversation on the weapon saving and gun system... I made the initial weapons system Bisse had to rewrite...... whoops.... I made a lot of things we needed to remake later in fact, like the initial enemy AI system, which Bisse vastly improved to make more modular and robust. I'm really glad Bisse joined the team, hes got some real programming chops! I don't really have that experience yet, I'm really more used to working on small projects, nothing with that kind of scale and need for flexibility. I'm glad I could focus more on art and animation this past year! Guns have lots of little stats to keep track of. They have a type, material and various properties like this, but individual stats used for their growth as well. Wont go into details there, theres a lot of that we want to keep secret. When I initially made the system for them, I didn't organize their stats to help save them easily, because I presumed they would be constructed in a way that you can just easily "re-generate" them using their few basic traits. Like, you just need to save a few stats and properties along with a random seed number for the randomized elements of gun generation, and you could feed that info into a script, and it could re-generate the gun the same way every time. That allows you to save a gun with 150 variables with just like 6 values or so from which you can just extrapolate the details from. Its what DeepQantas was asking about a few posts back. Lots of things generated randomly can be compactly saved that way, like randomly generated mazes and stuff like that. But the gun's ended up more complicated than that! Gun's aren't just born from a few stats and properties, they are fused together many times in a way that gets increasingly more complicated to "re-generate" after the fact. You wouldn't just have to save the one gun's properties and seed, but a list of all the various gun's that were fused together up until this point, like a gun's whole ancestry line, in order to recreate the newest gun properly. That gets very awkward to save, its a lot simpler to just save every stat of the gun at that point. Also, working with a seed would mean any updates to the gun generation, fusion system or gun's themselves would likely break save compatibility and give some weird results. This is what I understand about the gun rewrite, though there may be other reasons too. Fusing gun's in that way was the plan from the start, I just failed to foresee that issue when I made the initial system for it. Speakin of gun's, going to make more of em right now! Maybe another 44...? Check my stream here: http://www.twitch.tv/frankiepixelshow
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# ? Feb 26, 2015 21:43 |