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Raskolnikov posted:White board cleaner. Cool. But why do they have a shot glass next to it? Is this some perverted Stimpire drinking game?
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# ? Sep 13, 2016 07:42 |
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# ? Jun 12, 2024 02:37 |
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Raskolnikov posted:This legal inquiry has been sent to the wrong business! That said, we will refund them their money... TOTALLY AT OUR DISCRETION THOUGH REALLY.
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# ? Sep 13, 2016 07:44 |
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Einbauschrank posted:Cool. But why do they have a shot glass next to it? Is this some perverted Stimpire drinking game? would you believe me if I said it's a cap to the white board cleaner? because it is.
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# ? Sep 13, 2016 07:55 |
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they have no mysteries from us!
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# ? Sep 13, 2016 07:57 |
Yeah I could have not have typed that into google. It's a good thing I didn't ask you for how it applies to games in particular.
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# ? Sep 13, 2016 08:21 |
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# ? Sep 13, 2016 08:21 |
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My next cunning plan didn't work out quite so well. Murdering people in a com-sat does start piling up some "evidence" in the form of abandoned ships. Now I can jump in these ships and steal them (Yarrr ! ) but unfortunaly this version of the alpha doesn't yet have a full economy so I can't sell them (Arrrr ) . Flying them out far enough from the station not to be spotted and then EVA'ing back is a bit of a ballache if your as lazy as me, so I needed another solution. I hit upon the genius idea of setting them to self destruct. A nice, tidy low-effort method of cleaning up while the original owner is busy getting vacuum-preserved via the holes I put in his space suit. Well...not such a great idea. Turns out the Anvil's self-destruct timer is shorter than the disembark animation.
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# ? Sep 13, 2016 08:23 |
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Raskolnikov posted:would you believe me if I said it's a cap to the white board cleaner? In my mind canon they all have to drink heavily to make it through the day. gently caress Occam's Razor!
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# ? Sep 13, 2016 08:29 |
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orcane posted:Well...not such a great idea. Turns out the Anvil's self-destruct timer is shorter than the disembark animation. Brilliant!
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# ? Sep 13, 2016 08:30 |
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D_Smart posted:nope. That's Jo Guest; courtesy of Take Two circa 1996 Ahh Jo Guest Seeing her on a Celeb show where they took some South American mushrooms and trip balls was hilarious.
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# ? Sep 13, 2016 08:33 |
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Is it? Just a video game? Or is it the dream project, the magnum opus, of a celebrated game designer who's been waiting his whole life to make? Or even more than that; isn't it the fulfillment of a sci-fi geek's dream to make THE ultimate sci-fi game? That's more relatable, isn't it? Most of us were kids when we were first exposed to sci-fi. Many of us dreamed about having our own ship and flying among the stars. Chris Robert's just happened to have that dream AND skillset and inclination to build an interactive experience that would ignite the imaginations of thousands of fans. Further; isn't it the journey and shared experience of thousands of gamers who want to see something with some loving heart make it past the ten-thousand foot wall of cynicism saying it cant be done? Even further... Isn't it kind of a rallying point? A dream? An opportunity to be a part of something that threw the finger to the man (EA/Activision etc) and said 'I'll make my own game with blackjack and hookers' and to not just say it, but actually loving do it? Isn't it the daily life of four studios worth of developers? Three hundred plus human beings working crazy hours to make something bigger and more daring than they would have ever been allowed anywhere else? For us, the crazy fans who are cheering them on. Maybe to you it's 'just a video game' but to a lot of us, it's a whole lot more. That doesn't mean people get to abdicate reason in it's defense, but neither can you reasonably criticize someone's feelings about the project. You can devalue anything by saying 'it's JUST a thing'. Doesn't make it right. Pink Floyd's "The Wall" was just an album Blade Runner was 'just a movie' ...you get the idea. The virtue of a thing need not be only in its substance, but can also be in what it represents what it's tied to. TLDR; Nothing is 'just' anything to everyone. And I'm sorry it's 'just a video' game to you.
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# ? Sep 13, 2016 08:47 |
PoorMoralCompass posted:Yeah I could have not have typed that into google. It's a good thing I didn't ask you for how it applies to games in particular. Let me start again so I sound like less of a cock. Because I asked that question stupidly, thinking you'd get the drift with the phrasing. (that's asking tons of anybody on the internet HOW DARE YOU DIDN'T HEAR MY TONE) Okay, getting a 'vertical slice', how is that different in games than in other software, would you imagine? With games, how does fun factor into it? Is that a milestone, or should you start with something fun? I kind of was curious about your opinion hence my asking you .
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# ? Sep 13, 2016 08:48 |
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Is Jo Guest the one whose nose fell off because of cocaine?
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# ? Sep 13, 2016 08:53 |
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A game vertical slice should be fun since it's a small but complete set of assets that demonstrates its playability. A space sim demo level with one ship with one weapon load out where you fight a couple of enemies should be at least somewhat engaging, it's got the handling and physics, damage system, ammo counting, explosions, stars in the background etc. You've just demonstrated that you can make a game that people are able to play for a couple of minutes without being bored to death or crashing. It might have blank REPLACE ME textures and WRITE THING HERE localisation on the HUD, but all the moving parts are there and working. CIG haven't done this.
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# ? Sep 13, 2016 08:56 |
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PoorMoralCompass posted:Yeah I could have not have typed that into google. It's a good thing I didn't ask you for how it applies to games in particular. If you want the no B.S. answer, it's a proof of concept demo. You basically show it to shareholders or publishers to show how the game will function. There's a feeling that it should be at least 10% of the finished game, but really, it has to show in working order all the gameplay elements. It should show working concepts, like if there's a game economy or crafting system, it has to show a rudimentary version of those gameplay loops. If you have some sort of radical new concept, you better be showing that poo poo. A vertical slice doesn't have to be polished, placeholder graphics and items can be everywhere in a vertical slice, but it should work. In relation to Star Citizen, they don't even have that. Essentially, anything promised by Roberts in the original pitch should be working to some degree, but it's not. RSI/CIG should have at least one ship working to test out gameplay and physics instead of trying to incorporate a dozen broken ones into a buggy engine, because once you have one type of ship or weapon or gameplay element, you can work on that and evolve the gameplay. For a Star Citizen vertical slice it would need to have
The shitizens are right in calling it a pre-alpha, but at the same time, a functional, non-buggy version of the game as it is now is what Roberts would have pitched to a publisher. It something that he would have already in hand, instead of taking almost three years to get to this point.
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# ? Sep 13, 2016 08:58 |
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https://www.youtube.com/watch?v=gN2sqEkVV5E https://www.youtube.com/watch?v=9ei8YcoA_6E
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# ? Sep 13, 2016 08:58 |
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Cao Ni Ma posted:So was moma busy because of the refunds or because of LEGAL Remember when he complained that work suddenly got busy over the weekend. Now it seems that SC is in legal troubles. Airtight TOS indeed, SCpilotman!
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# ? Sep 13, 2016 08:59 |
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mike12345 posted:Is Jo Guest the one whose nose fell off because of cocaine? think that was Danniella Westbrook
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# ? Sep 13, 2016 09:08 |
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Out of all of these that you've posted, this one made be burst into laughter. edit: Humility, is that you? Raskolnikov fucked around with this message at 09:21 on Sep 13, 2016 |
# ? Sep 13, 2016 09:17 |
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You know game level probably was vertical slice? Doom E1M1. It basically has everything you know about the game: it's first person; you can attack monsters with your choice of fists or guns; your ammunition, armor, and health are limited; you can pick up ammo, armor, health, and additional weapons; your enemies can attack you with their own melee attacks or with hitscan or projectile weapons; the maps have areas that can harm you or have secret doors that can contain secret caches or routes; there's objects that can harm you or your enemies; and there's an defined exit. The gameplay evolves later on, with enemies having higher health, being faster, flying, invisible or using some variant form of those three attack vectors (or, in the case of Doom II's the Archvile, the ability to resurrect enemies); your own weapons building on those same three attack types with different effects (for example, the rocket launcher, plasma gun, and BFG are all projectile weapons, but differ by having splash damage or generating its own hitscan attacks); power-ups granting invisibility, berserker strength, or invincibility. But iD had to walk before running with those elements and you can see it with E1M1.
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# ? Sep 13, 2016 09:25 |
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Young Freud posted:You know game level probably was vertical slice? Doom E1M1. It basically has everything you know about the game: it's first person; you can attack monsters with your choice of fists or guns; your ammunition, armor, and health are limited; you can pick up ammo, armor, health, and additional weapons; your enemies can attack you with their own melee attacks or with hitscan or projectile weapons; the maps have areas that can harm you or have secret doors that can contain secret caches or routes; there's objects that can harm you or your enemies; and there's an defined exit. The gameplay evolves later on, with enemies having higher health, being faster, flying, invisible or using some variant form of those three attack vectors (or, in the case of Doom II's the Archvile, the ability to resurrect enemies); your own weapons building on those same three attack types with different effects (for example, the rocket launcher, plasma gun, and BFG are all projectile weapons, but differ by having splash damage or generating its own hitscan attacks); power-ups granting invisibility, berserker strength, or invincibility. But iD had to walk before running with those elements and you can see it with E1M1. You are correct: quote:Inspiration and development
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# ? Sep 13, 2016 09:27 |
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Gradis posted:think that was Danniella Westbrook yeah I was thinking of her
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# ? Sep 13, 2016 09:38 |
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Young Freud posted:You know game level probably was vertical slice? Doom E1M1. It basically has everything you know about the game: it's first person; you can attack monsters with your choice of fists or guns; your ammunition, armor, and health are limited; you can pick up ammo, armor, health, and additional weapons; your enemies can attack you with their own melee attacks or with hitscan or projectile weapons; the maps have areas that can harm you or have secret doors that can contain secret caches or routes; there's objects that can harm you or your enemies; and there's an defined exit. The gameplay evolves later on, with enemies having higher health, being faster, flying, invisible or using some variant form of those three attack vectors (or, in the case of Doom II's the Archvile, the ability to resurrect enemies); your own weapons building on those same three attack types with different effects (for example, the rocket launcher, plasma gun, and BFG are all projectile weapons, but differ by having splash damage or generating its own hitscan attacks); power-ups granting invisibility, berserker strength, or invincibility. But iD had to walk before running with those elements and you can see it with E1M1. TBH, from a superficial standpoint, I don't think CIG would have a problem developing an E1M1 concept. The problem is that they would do it in an a way that simply doesn't scale to a full game. If you look at just about anything that CIG have put out, it is always with the goal of generating hype and ship sales. Their thinking is short term in the extreme. They lurch through a turgid series of "pre-alpha" revisions, whilst generating separate builds for demos that seemingly can't be integrated back into the main build without producing a janky mess. In Doom, E1M1 was created to showcase the existing engine/gameplay. In SC, the engine/gameplay basics simply don't exist in any meaningful way and are created in an ad hoc manner specifically to produce a glossy demo to sell ships. We'll probably see more of this at ShitizenCon. ahmini fucked around with this message at 10:52 on Sep 13, 2016 |
# ? Sep 13, 2016 10:49 |
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i think cig would have trouble spelling the words "video game" at this point
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# ? Sep 13, 2016 11:46 |
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PoorMoralCompass posted:Yeah I could have not have typed that into google. It's a good thing I didn't ask you for how it applies to games in particular. Sorry, but my time is better spent poo poo-posting; not regurgitating something that is well documented, so I can spend my valuable time writing it all up again because YOU want it in my words. And yes, if you looked at the search query, I actually made sure that you got the definitions of how it applies to game dev; since that's where it is implied. Plus, at that time you asked, I was busy going through 186 pages of what I now believe to be a conspiracy to find out how many of us have actually taken leave of our senses. PoorMoralCompass posted:Let me start again so I sound like less of a cock. Because I asked that question stupidly, thinking you'd get the drift with the phrasing. (that's asking tons of anybody on the internet HOW DARE YOU DIDN'T HEAR MY TONE) The links I gave you were all primarily about how this applies to games D_Smart fucked around with this message at 11:54 on Sep 13, 2016 |
# ? Sep 13, 2016 11:48 |
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Young Freud posted:If you want the no B.S. answer, it's a proof of concept demo. You basically show it to shareholders or publishers to show how the game will function. There's a feeling that it should be at least 10% of the finished game, but really, it has to show in working order all the gameplay elements. It should show working concepts, like if there's a game economy or crafting system, it has to show a rudimentary version of those gameplay loops. If you have some sort of radical new concept, you better be showing that poo poo. A vertical slice doesn't have to be polished, placeholder graphics and items can be everywhere in a vertical slice, but it should work. Basically this. Also, since they were touting multi-crew ship stations, mining, farming (lol!!), trading, they should have rudimentary gameplay mechanics for how that would work. Basically, imo, the GamesCom2016 demo was a sort of vertical slice; though it only represented barely 10% of what a vertical slice should be for a game of this scope.
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# ? Sep 13, 2016 11:52 |
PoorMoralCompass posted:For lazrin. I'm sure there are a bunch of "Let me loving finish" youtube videos but one I cannot find again had text scrolling really fast. I laughed really hard watching it and would love a link if anyone has it handy.
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# ? Sep 13, 2016 11:54 |
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D_Smart posted:Sorry, but my time is better spent poo poo-posting; not regurgitating something that is well documented, so I can spend my valuable time writing it all up again because YOU want it in my words. And yes, if you looked at the search query, I actually made sure that you got the definitions of how it applies to game dev; since that's where it is implied. You mean you wanted to type less words? What poo poo is this
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# ? Sep 13, 2016 11:54 |
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Turd Burglar posted:You mean you wanted to type less words? An impostor. Obviously.
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# ? Sep 13, 2016 12:04 |
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Less a vertical slice and more a wafer thin slice that you can't even see when looked at from the side and when looked at from the front you can see right through it.
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# ? Sep 13, 2016 12:05 |
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Young Freud posted:\Essentially, anything promised by Roberts in the original pitch should be working to some degree Why? Who are you to say what effort and timeline it takes to stand up a vertical slice of this game?
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# ? Sep 13, 2016 12:10 |
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Raskolnikov posted:would you believe me if I said it's a cap to the white board cleaner? You're a fountain of wisdom and a wet blanket! I want them to drink a shot everytime somebody has to rework everything because Crobbers changed his mind.
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# ? Sep 13, 2016 12:10 |
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Lazrin posted:Why? Who are you to say what effort and timeline it takes to stand up a vertical slice of this game? You're not going to believe this but that guy pulled a sword from a stone so he's an expert now.
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# ? Sep 13, 2016 12:28 |
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Also I checked the chart and apparently that makes him more qualified than Chris Roberts because he didn't make the wing commander movie.
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# ? Sep 13, 2016 12:29 |
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Sunswipe posted:https://twitter.com/banditloaf/status/775323653902700544
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# ? Sep 13, 2016 12:30 |
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lesnick got verified because its easier than gaining recognition as earth's second moon
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# ? Sep 13, 2016 12:34 |
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Lazrin posted:Why? Who are you to say what effort and timeline it takes to stand up a vertical slice of this game? Yeah, why should the things he promised to get peoples money be working way after the deadline? Its like he doesnt understand game development.
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# ? Sep 13, 2016 12:51 |
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TheLastRoboKy posted:Less a vertical slice and more a wafer thin slice that you can't even see when looked at from the side and when looked at from the front you can see right through it. E1M1 had that too, with its one-sided linedefs.
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# ? Sep 13, 2016 12:52 |
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D_Smart posted:Plus, at that time you asked, I was busy going through 186 pages of what I now believe to be a conspiracy to find out how many of us have actually taken leave of our senses. 186 pages of horror, but I liked this bit...
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# ? Sep 13, 2016 13:04 |
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# ? Jun 12, 2024 02:37 |
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Tippis posted:E1M1 had that too, with its one-sided linedefs. A very good place to camp on in deathmatch.
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# ? Sep 13, 2016 13:04 |