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Marcousik

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Blog Comments posted by Marcousik

  1. Hello there is something I'm not sure...

    Until now I can't really see a really difference between LE 4 and 5 examples because LE4 allows in my view very nice, possibly well designed scene as long as the terrain becomes not too big....

    By working on big terrain (4096 or 2048) became the engine to be unable to save correctly painted surfaces with more than 4 DIFFERENT brushes, and then adding the (eventually shaped) vegetation tool items on this, and adding the navigation, the different models, the scripts, and the animated characters (the point is DIFFERENT ones), and light etc..etc... This ended for me because of performances in a totally disaster !

    So well I wonder if this will be realizable in LE5.

    Because every feature seems good to work tested individually in a small example, I think it is necessery to test all the features together on one big map to see if it stays stable (just as a good game requires)

    For me could be a test with 1000 (or 200?) high poly DIFFERENT characters/models something interesting - maybe like in the game "Prototype 2": It's incredible how soft the game can be played with all features like cars driving NPC, physics, and many many animated characters !

    Because DIFFERENT means too different textures etc I think my ideas run in a no way because of performance crash.

    Than I got the idea to create the world and everything in a reduced size. This gave good results expect for two points:

    - NPC default shape becomes too big and so the navigation is ruined 

    - the driving experience is not so good as in "normal" size.

  2. Well this may be a good Idea, I have just one or two thoughts that come in my mind by reading this.

    The problem I see with creating "ready-to-use" features like inventory or NPC or city etc.. Is that this may be easy for game makers to use but it does not really allowed them to create their own system.

    That's what I like with Leadwerks; some people will say it is unfinished where others may see the chance to build their own features.

    In my opinion Leadwerks give (just enough of) the structure you need to be able to create your own game mechanics...

    That said I understand how cool it sounds to get ready-to-use things. My question is just how should 1000 game makers build an own game with originality with this ?

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    Leadwerks 5 Beta Rollout

    With "end" I mean I have spent hours becoming able to master this engine enough so that I can build funny games like I enjoy to do it and I really do not need a revolution. Beacuse I'm not challenging with the modern technik, I just can have fun with LE4, it is at my level.

    I mean I'm very happy each time Josh is repairing or helping with problems or bugs we encounter, updating the engine for a better quality, and 4.3 or 4.4 was just very good enough for me to want to use it all the time I want like a utility I paid for.

    I paid for leadwerks 4 and I hope I can use it 20 years more if I want, you know ? Without having to subscribe anything, like it was told as I buy this great software.

    I would be something sad to have learn all this for having to quit in 1 or 2 years. That's what I mean with "end".

    • Upvote 1

    Leadwerks 5 Beta Rollout

    12 hours ago, Josh said:

    a new editor will be created, and things have been moving with a plan in this direction for a long time.

    Just asking to get clarity: Will we have the obligation to pay for LE5 or will this be sometime more in the future be a free update for the owners of LE4 ? Does this mean the end of LE4 and what we know of it ?

    Leadwerks 5 Beta Rollout

    I think it depends on - mean there is a big difference - if you are a "hobbyer" game maker who is trying to build something between your family and your real life-job, or if you are a team of 50 artists working hard on a project. 

    I have to say I have no hope making a game that will make me rich enough that it could support my life and let my children good study. So I will never go for a subscription.

    The marketing is overfulled of very good games and even though litttle companys are going insolvency. It's just a capitalism law that the bigger are going bigger. 

    That's a pity for the others smaller developppers like Deep Shadows (Xenus, the precursors) or Topware (II worlds) or THQ (STALKER, Metro, Homefront, Darksiders..) who get (got?) nice good games ideas and projects, definitiv have no money but would merit success.

    Leadwerks 5 Beta Rollout

    Well I read everything here and for sure I'm not a professional game maker that means I have pleasure to study and try to build a funny game - And this is sometimes dificult enough. So I consider Leadwerks offering a very good possibility to get a nice quality ingame, with fine mechanics game for a very good price AND it is learnable !

    I remember you can try for free CryEngine, whatever I never succeed to export anything how difficult this is. That's was the reason I abandonned my try with such profi-engine...

    Even if I think engine like CryEngine or UE4 are offering better mechanics for professional open world games creation (painting on assets, weather generator, road creator etc...)

    Well I don't know what will be LE5, but for sure one-pay-time and "do what you want with it" is actually a very very attractive point to work with Leadwerks.

  3. Yes thx Rick for the suggestion.. I have to admit I'm a little bit tired of shooting games even if this could be surely fun. I was thinking about making something like a manager game out of this, a crazy thing like a monopoly game, letting the player move from tower to tower, harvest things on a few one, having to pay for others, puzzling from A to B, reaching a gate in C, giving the power to lower or upper the towers with magical color balls etc etc 

    The point is: While there is so much people making the coolest features for building great things and possibilities with this engine, the greatest question is currently for me how can I get a great game Idea simple and strategic enough not to become boring, in a over-developped games Market / industry. It seems to me like I can't find an idea that already be used somewhere in a game ! 

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  4. Yes well thank you, but there is one more problem with down scaled world, that is the movement of NPC's : The LE character controller will now be to large to be used, entities may stuck between 2 trees for example.

    So I could develop my own controller for NPC's (with reduced size); I think this could run as well as for the player except for one thing: Pathfinding !

    NPC's would run from one point to another without the use of the Navmesh but they could NOT go around an house or a tree. They may collide with them and then may be able to choose another way, but that would let them act as roboters...

    So it would be ok to make sheeps move in a farm for example, but not enough for more complex movements.

    I study a little bit pathfinding, but this is indeed a very complicated thing.

  5. Yes no problem. You know everything is in balance.

    I try to use with this map 2048 a normal character controller from Leadwerks because the physics and the modelling of the terrain become more difficult if you scale the map down. The positiv point is that you can use more paint colors, more vegetation and make a 1024 map very rich that looks like a big one. 

    I'm working actually on twice project maps, the reduced one and this "normal" 2048, I'm little bit afraid about memory burnout with this one even if I only used 4/5 paint colors (4 is a minimum: Main, Rock, grass, road - underwater ground)

    The scale down world is good playable, Here to compare, it's very reduced, the little jeep here is made for the reduced one:

    screenshot19.thumb.jpg.edfe89d6c84f64ebc41fc8668de20428.jpg

     

    And here a screenshot ingame with the down scaled character /world:

    20170704104819_1.thumb.jpg.bc8af4bb630f4c9319a02f6ea7605484.jpg

     

  6. Well tested for 5 minutes, in 5 minutes ! This can be summed in one word: Great, simply great. Now making full big map is no boring anymore, like throwing model after model. Pretty nice new feature !

     

    Edit:

     

    Only getting a problem with the model shape, not realy repoduced with the new tool: Player is going through my barrels, other shaped trees.

    Somebody else found this ?

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