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trucutru posted:Remember when the stick figure animations in Pitfall! were groundbreaking? If so you an old. I remember turning a tank and bouncing the shots off of walls. When you hit the other tank it would spin.
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# ? May 14, 2020 05:36 |
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# ? May 31, 2024 21:39 |
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DigitalPenny posted:Just because you can do a thing doesn't mean you should. You're always working at a higher initial resolution, if you can automate away the need to bake lighting and generate lod then you've just found an incredible development speedhack especially if it lets high-end systems scale forward in a future-proofy way.
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# ? May 14, 2020 05:50 |
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If Chris Roberts was to switch to Unreal 5 Engine he would build full scale RSI space ships and lidar them right?
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# ? May 14, 2020 06:00 |
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# ? May 14, 2020 06:36 |
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colonelwest posted:I’m pretty sure that there was actually an older version of SQ42 that was close to being done at one point, but it was scrapped sometime after the vertical slice demo in 2017. Since then I think Chris has been furiously trying to refactor the whole thing in a vain attempt to try to catch up with modern games. Well, either there was a game, and then CR saw it for the first ever time and said "what is this poo poo? Redo it all" or they lied their asses off for years saying it was almost ready. Either way, it doesn't look good.
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# ? May 14, 2020 06:42 |
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Wasn't one of the rumors that they had to scrap the nearly completed SQ42 because the scale was completely off. Like right now everything is tiny as gently caress but they company that put SQ42 together just used normal size poo poo so nothing was compatible.
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# ? May 14, 2020 06:52 |
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I think that's why they said sataball got canned/not integrated with the game proper?
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# ? May 14, 2020 06:53 |
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Chronojam posted:You're always working at a higher initial resolution, if you can automate away the need to bake lighting and generate lod then you've just found an incredible development speedhack especially if it lets high-end systems scale forward in a future-proofy way. i have done a huge amount of 3D modelling, and not having to worry about point counts, polygons and ect would be awesome .... the tech looked really cool. dont get me wrong 20 million triangles on screen in real time is mind mind'bogglingly awesome but to have a flat plane with 7 million polygons is just bloat ... more doesn't mean better, no matter how many triangles you add a square it will just be a square ... and unless you are getting out the microscope you done need thousands of triangles to see a circle... how many round hand rails have you seen in games and thought dam if only they could add a few more hundred triangles and smooth it out ?
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# ? May 14, 2020 07:01 |
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MarcusSA posted:Wasn't one of the rumors that they had to scrap the nearly completed SQ42 because the scale was completely off. That was the rumor for Space Marine, or whatever that arena fps shooter Illfonic did for them was called. The Squadron 42 rumor was that they had their level designers putting together on-foot locations and then suddenly realized, whoops, their cleverly-named aliens with the swords were too big to fit in any of their own hallways.
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# ? May 14, 2020 07:21 |
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You guys obviously know nothing about video game engine development! Here, educate yourselves: quote:exactly. not sure why the whole unreal, unity, whatever drama from over 5 years ago is even brought up anymore. not only is it not relevant, but in hindsight CIGs decision to use Cryengine (and now lumberyard) can be seen as a very good one. quote:Choosing CryEngine or Unreal when they started development would have been practically the same thing, as CIG would've had to rewrite half of either engine anyway, cos neither had 64-bit positioning/maps/etc. In fact, due to Crytek's debacle, CryEngine turned out to be the best option (albeit unexpected and unplanned), because tons of disgruntled Crytek employees turned to CIG's flock and created the Franktfurt studio, and because that allowed CIG to go under Amazon's mantle. Or do you see Epic having a complete server infraestructure by any chance? quote:I'm also quite confident that if Team 17 wanted to they could use Cryengine 1 to create a Worms map with 10,000 concurrent worms. I haven't thought about worms in, like, a decade.
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# ? May 14, 2020 07:30 |
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The again, a turn with 10,000 worms would take a while.
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# ? May 14, 2020 07:31 |
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Man the last Worms I played was that short-lived Worms 3D which was actually fun. New Worms when?
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# ? May 14, 2020 08:38 |
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Someone make a Lemmings game with Unreal Engine V please.
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# ? May 14, 2020 08:44 |
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By "Someone" I mean anyone but Chris Roberts.
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# ? May 14, 2020 08:45 |
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Chris Roberts would try to sell me a jpeg of a blocker lemming to block above it's weight (only for ever other lemming to no clip right though him.) I'm sure that the blocker lemming would at lest stand there with it's hands out ..... It's just t-posing after all.
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# ? May 14, 2020 09:32 |
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*rapidly tapping nuke*
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# ? May 14, 2020 09:34 |
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I already know the answer to my own question but why do they make these tech showoff promo things so intensely boring and subdued? Give me a muton fighting a krogan in an exploding nightclub,then they both bust through a wall into a mario game before a gundam stomps into view and kicks bowser into the sun? BOORIING!
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# ? May 14, 2020 09:59 |
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Bubbacub posted:I was never tempted to be a backer, but this looked like a big red flag to me early on. Like, no other game dev on the planet touts poly numbers as a feature. And if you have to pump them up like that, wtf is wrong with your normal mapping? That Kickstarter pitch is absolutely riddled with hilarious red flags. Maybe it's hindsight talking, but you cannot read that now and not see that this thing was off the rails and run by a stone stupid narcissist from day 1. Even lots of people in this thread have the base belief that this project had an obtainable scope to begin with. They got crobbled big time
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# ? May 14, 2020 11:03 |
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Brazilianpeanutwar posted:Give me a muton fighting a krogan in an exploding nightclub,then they both bust through a wall into a mario game before a gundam stomps into view and kicks bowser into the sun?
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# ? May 14, 2020 11:04 |
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Bootcha posted:*rapidly tapping nuke* https://www.youtube.com/watch?v=sP7njpTd06I
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# ? May 14, 2020 11:04 |
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Quavers posted:Unreal Engine 5 just revealed and showed some interesting new tech that hopefully inspires CIG as well... can't believe how much these posters do not understand game development
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# ? May 14, 2020 11:16 |
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Spiderdrake posted:This sounds a lot less like you recognize "things" as exciting so much as "brands" It was just a suggestion,if you’re going to show something off why not make it colourful?
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# ? May 14, 2020 11:17 |
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colonelwest posted:I’m not really saying they have some ace up their sleeve that we aren’t seeing, as much as Chris still believes that he can salvage something and that is why he hasn’t walked away yet. At this point there must have been at least 2.5 full scrap and reboots of SQ42. It's the only guidance I can actually imagine Chris providing the project. He pays professionals to present him with art assets and demos and his job is to say it's not good enough. This is why he and his wife make the huge bucks
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# ? May 14, 2020 11:23 |
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Brazilianpeanutwar posted:It was just a suggestion,if you’re going to show something off why not make it colourful? A big part of the appeal in this particular demo is familiarity - yeah, its drab brown rock, but everyone has seen rocks (hopefully) and having this sort of insanely photorealistic detail on something anyone can recognize and understand goes a long way towards selling the product. Yea you could have gundams and fantasy poo poo - but that honestly isn't as hard to make look good as something 'real' and grounded.
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# ? May 14, 2020 11:27 |
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Brazilianpeanutwar posted:It was just a suggestion,if you’re going to show something off why not make it colourful? The demo is probably meant for people in the industry, and lots of them take themselves real seriously
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# ? May 14, 2020 11:32 |
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Solarin posted:At this point there must have been at least 2.5 full scrap and reboots of SQ42. Nothing is ever good enough since it's behind and they simply don't have the talent to ever be ahead. So they just keep cycle through dumping things and putting some of the scraps on the PU server.
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# ? May 14, 2020 11:41 |
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At least DNF was self-funded and they didn't fob paying-customers with JPEGs of Duke's muscles.
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# ? May 14, 2020 12:25 |
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DigitalPenny posted:i have done a huge amount of 3D modelling, and not having to worry about point counts, polygons and ect would be awesome .... the tech looked really cool. dont get me wrong 20 million triangles on screen in real time is mind mind'bogglingly awesome Sure, but I assume that's just an artifact of the fact that they didn't "clean up" anything geometry-wise because this Nanite thing doesn't require it. If in the end the performance is good why bother wasting time optimizing geometry if the engine will do it for you? As a software engineer I'm all about being as lazy as possible.
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# ? May 14, 2020 14:11 |
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The Titanic posted:I love the Star Citizen polygon count claim because it showed very well how unaware certain people were to how game components and art needed to be created. Fits in with the general attitude of CR and everyone who's set up an insanely ambitious MMO kickstarter. "The only reason there isn't an MMO with a gigantic completely realistic world where you can do literally anything is that I'm the first person to think of the idea"
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# ? May 14, 2020 14:56 |
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https://www.reddit.com/r/starcitizen/comments/gj8pmz/isc_preview_hard_surfaces_future_of_prisons/fqjarpg/
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# ? May 14, 2020 15:07 |
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you can chose the type of paint you customize your ship (for real money obviously) with. clear coat! iridescent! star citizen has come to. bravo roberts.
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# ? May 14, 2020 15:08 |
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Brazilianpeanutwar posted:I already know the answer to my own question but why do they make these tech showoff promo things so intensely boring and subdued? I, too, believe that Ready Player One is the pinnacle of artistic achievement.
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# ? May 14, 2020 15:08 |
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Fidelitious posted:As a software engineer I'm all about being as lazy as possible. This is why you develop the pipelines first! Jeez, you guys know nothing about software devleopment!
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# ? May 14, 2020 15:17 |
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# ? May 14, 2020 15:18 |
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DarkDobe posted:Man the last Worms I played was that short-lived Worms 3D which was actually fun. Every couple of years or so, Team 17's husk attempts to capture the lightning in a bottle. Worms Armageddon has never really been topped. And they're missing a trick simply not upgrading it for each new platform, but leaving the gameplay alone. Worms 3D was nightmare. Fidelitious posted:As a software engineer I'm all about being as lazy as possible. Our cycles/hour cost ratio is a bit higher than game developers, so they tend to balance more for performance rather than avoid crunch. William No-mates.
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# ? May 14, 2020 15:18 |
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All those polygons, well used and fantastically fidelitous
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# ? May 14, 2020 15:19 |
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I like how CIG tries to outdo AdzAdam in the art department.
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# ? May 14, 2020 15:19 |
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Sarsapariller posted:I, too, believe that Ready Player One is the pinnacle of artistic achievement.
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# ? May 14, 2020 15:20 |
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Sarsapariller posted:I, too, believe that Ready Player One is the pinnacle of artistic achievement. I don't believe that,i just think it was a very boring lifeless demo.
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# ? May 14, 2020 15:28 |
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# ? May 31, 2024 21:39 |
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Brazilianpeanutwar posted:I already know the answer to my own question but why do they make these tech showoff promo things so intensely boring and subdued? bc thats hard to make when the workflows arent in place yet.
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# ? May 14, 2020 15:31 |