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Naughty Alien

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Posts posted by Naughty Alien

  1. @Aggor

     

    Open source i was thinking is more related to building up things (same) from scratch using Bmax, with use of same media and documentation (design) provided. Fixing bugs in C++ doesnt impact Bmax code eventually and therefore, postponing it may be wrong idea ? Im just saying that, maybe wider audience, regarding community capacity should be included, in order to get better results, because there are capable guys on both side of the pool (C++/Bmax) so, why not utilize all ? Also, if this community project is about to be a 'tech demo' as i saw it exposed in few threads, then I believe it should to be much more than current presentation I have seen..just a constructive suggestion/opinion..

     

    Side question..during media creation, is there freedom to ask animator/modeller for certain 'features/additions' in their respective fields (animation/level building) ?

  2. ..im realy not sure how whole thing works..for example, look at this games..

     

    http://steamcommunity.com/sharedfiles/filedetails/?id=93066271&searchtext=

     

    http://steamcommunity.com/sharedfiles/filedetails/?id=93053654&searchtext=

     

    http://steamcommunity.com/sharedfiles/filedetails/?id=92924232&searchtext=

     

    http://steamcommunity.com/sharedfiles/filedetails/?id=93077318&searchtext=

     

    ..now..none of this listed games scored 1% even my game scored that 1% for far less number of favorites..I have seen one game last night, with around 4000 favorites and yet 0% .. so how this whole thing works, and even more, how people could possibly may a vote for such huge number of games, where user basically need to search for something to be voted for ? Im officially confused with this, and im not sure is this proper way to do things..and as i was able to see, steam keep mixing games exposed in first page (i guess to equally expose all games to be seen properly, by default), but if so, that will not work when number of submited games increase, as its happening now..its all feel..wrong to be there..

  3. ..hehe..thanks guys..there were some, not so good reviews about game..and i will be plain and simple about it..they were right..gameplay was unbalanced and it had many 'gaps'..sad thing is that , we knew that from first moment i have created graph for code to follow gameplay..anyway, since first release, there were 7 patches out there, fixing most of issues we have had, and some just cant be fixed at this moment (gameplay wise)...two things happen , good things :) ..first is, regardless reviews, it seems that people somehow liked it and its doing just fine, and second thing is, designer is kicked out from its seat..new episode (and all future) works rather different and its based on cause/consequence principle rather than dumbing down concept of 'you cant do this or that'..it means, if you try to do something wrong or correct, gameplay will adopt itself for that new 'conditions' and offer you totally new ways of progressing trough game, ultimatively, at some moment, player will be brought back to spot where 'mistake' in choice was made, but it will include entire set of other things to do, in order to go back..this time, player could utilize NPC's and so on, as a one of many ways to progress trough game, there is also 'economy' system for dealing with certain things , etc..its total 'overhaul', compared to the first one..also, we will redo Episode 1 in new fashion, once 2nd one is out, and that 'overhauled' episode 1 will be delivered for free to existing customers..it is VERY surprising how huge number of people using very crappy cards and hardware specs u couldnt believe is possible to have combined :) .. thats the reason why for second episode is combined use of LE2.x and other renderer what will cover elegantly low end specs of all flavours. I hope nex LE incarnation will come out with low end support, so it can be all kept inside 'familly', but right now, I had to make sure that massive number of people with low end/weird hardware, will be happy..anyway, stay tuned as some really nice updates are on the way and entirely new touch over game in second episode..as for hardcore stuff, Hidden Dawn will show clearly, monster power of LE2.x renderer..u will be amazed by visuals, I assure you (EA bought it already after showcase ;) )

    • Upvote 2
  4. ..thanks Paul wink.png ..

    ..plenty of thigs are tweaked to get it visually same between two different rendering systems..also, new episode has entirely different way how game/game logic is executed (all crappy things from first one, are kicked out, and progression is now based on utilizing levels, characters and so on, to achieve progress), camera works entirely different and its totally dynamic, inventory is totally redone and there is certain 'economy' system involved in to a game, etc..i was hoping that new incarnation of LE will appear so i can use it to expand game on Intel and similar weird cards, but it didnt so i had to find a way smile.png .. it is just incredible how many people using those, so called, 'crappy cards' .. I never expected such amount of people to be in a 'row'.. smile.png

  5. ..thanks pixel..new episode should be out within 3 months..its kind a tight time frame because im porting it at same time to another rendering system, to cover crappy Intel cards and what not, so during installation, user will be offered to install/run version matching underlying system..

    • Upvote 1
  6. ..hey Puki, may i really know, whats happen that you got banned so strictly ?? If there is someone to be remembered when B3D was mentioned, is you (your nickname). Im really curious what really happen (naked truth with no emotional influence), as i was unable to see a thing about whole thing over there (BB)??

  7. ..numbers Josh exposed are quite realistic, and i have seen it from very different source, and its pretty much as he said..also, having in mind that Unity crew is running based on massive debts actually, makes things more less attractive for developer, especially consoles, so while whole Unity mantra looks attractive, I have some realistic doubts about going that route, even I do have license by the way..

  8. ..ahh..that was not a bug..actually that pathfind lib syncing character on to its proper position since frame rate is very low..otherwise it will go off the 'charts' :) ..calculated distance to travel/set sensor is smaller than distance character was moved so it was corrected..its kind a 'safety' feature, in case frame rate is low, what is case in provided video..its about..few FPS, i guess..

  9. Why is it when you do the credits on the game does it list about 50 people? The list just kept going on and on with people.

    ..because many people work on inputs given by very few..if everybody performing its own way of doing things, it will be chaos..execution itself, yes, all those listed people were involved, but at decision level, it has to be very few people..studio has 27 folks on board..some people listed in credits are from outher studios (sound, voice acting, etc), so its not all us..

  10. ..hey guys..thanks a lot for feedback..yeah, entire art is changed a bit, few new shaders are plugged in to get this visual style..characters looks different too, and i hope for good :) .. areas of interest will be now much more detailed without long transversing, there is physics fluid involved (jelly glue) and corrections over things done wrong in first episode..

     

    @Pixel

    Yes, some pixel hunting is present in EP1, most of it was corrected in latest patch, but some are just bad design, simple as it is..also, im not sure about 'poor path execution', in terms what does it mean..path was always correct if im not mistaken and character automatically slow down when reach destination..eventually on few places there is 'zig-zag' present, but its because navigation surface is done with unnecessary triangles..other than that, it was okay, i think..

     

    @Digital Hax

    We are small studio, but for art itself, im working with only 1 guy, with inputs from other folks, but you can sum it up as work of 2 persons only..

  11. ..mm..well..Im trying just to figure out, best possible structure, in data terms, for 'learning curve', and not particularly simulation of humans..I have some limited success, but somethings missing (when my NPC 'unlearn' something, cant get it back if certain situation at initial state was actually making NPC to learn)..i must admit, its really hard, but not impossible..I just need some more read about this, but I cant find any single article talking about this or similar things..

  12. ..recently, I started some 'experiments' with some of ideas i have regarding procedural AI..what i mean is basically, capability that NPC's could 'learn' about world surrounding them, as well as property of such world..NPC's should also be able to 'forget' under specific circumstances, and so on..I did some base skeleton of such structure and im rather happy with it..however, i need to make a further move and start 'determining' way of learning..so, I was wondering, do you guys know about any good read, related to such topic, where i could gain some ideas how to properly do such thing, like making NPC 'learning'..

  13. ..hehe..yeah..i hope it will work fine..it will include translations to German, French, Simplified Chinese, Russian, Spanish, Portuguese and Italian languages, so i REALLYY hope, such hard work will be rewarded :)..fingers crossed :)

    • Upvote 1
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