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DUST Fiend
The Wings of Legion
14218
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Posted - 2014.05.08 18:00:00 -
[91] - Quote
CCP Android wrote:Regis Blackbird wrote: New question regarding map design: Do you see any limitations in your engine when it comes to huge environments, which is almost required for the sandbox experience in Legion? Are you still committed in "maps" (however huge they may be), or are you thinking of a more seamless environment (kind of like Skyrim)? In addition, are you also using the "socket" idea further in Legion? Although very good concept, the maps in Dust 514 could be a little familiar after a while. I would go as far and say that we are not limited by anything there are off course constraints that we need to work with (time being one of the biggest ones) but its the same constraints that everyone has to deal with, regardless of which engine/tool they use. As for the environments, the vision hasn't changed. we still have tens off thousands of planets in EVE that you will get to fight on, one way or another We don't have the technology yet to create a unique environment for each one of them (nobody has). but with every iteration we get closer. Its a balance between art, design and tech. We could randomly generate maps and say that we have unique environments everywhere but they would probably look bad and not be very fun. (It would be fun for me to create them though) The other end of the spectrum is to hyper design every corner for optimal gameplay and polish every bit of rock and blade of grass, but then you'll endup with a game that only has 1 map. So its all about balance. The socket system that you mentioned is a good example of this. This system, along with a few others we have is designed from the ground up be amazingly flexible and allow for huge amounts of variation in our environment. Its used in Dust 514 in a relatively simple form because that how it gives us the most out of the tech,art and design. It is something that we will continue to build on top of so that ultimately we'll end-up with unique environments on every planet You're quickly becoming my favorite dev
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Ender Storm
Goonfeet Special Planetary Emergency Response Group
79
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Posted - 2014.05.08 18:43:00 -
[92] - Quote
CCP Android wrote:Regis Blackbird wrote: New question regarding map design: Do you see any limitations in your engine when it comes to huge environments, which is almost required for the sandbox experience in Legion? Are you still committed in "maps" (however huge they may be), or are you thinking of a more seamless environment (kind of like Skyrim)? In addition, are you also using the "socket" idea further in Legion? Although very good concept, the maps in Dust 514 could be a little familiar after a while. I would go as far and say that we are not limited by anything there are off course constraints that we need to work with (time being one of the biggest ones) but its the same constraints that everyone has to deal with, regardless of which engine/tool they use. As for the environments, the vision hasn't changed. we still have tens off thousands of planets in EVE that you will get to fight on, one way or another We don't have the technology yet to create a unique environment for each one of them (nobody has). but with every iteration we get closer. Its a balance between art, design and tech. We could randomly generate maps and say that we have unique environments everywhere but they would probably look bad and not be very fun. (It would be fun for me to create them though) The other end of the spectrum is to hyper design every corner for optimal gameplay and polish every bit of rock and blade of grass, but then you'll endup with a game that only has 1 map. So its all about balance. The socket system that you mentioned is a good example of this. This system, along with a few others we have is designed from the ground up be amazingly flexible and allow for huge amounts of variation in our environment. Its used in Dust 514 in a relatively simple form because that how it gives us the most out of the tech,art and design. It is something that we will continue to build on top of so that ultimately we'll end-up with unique environments on every planet
Altough it seems like a technological challenge to have each planet act like Planetside 2, do you think that allowing each district to be built, modified and developed by the players is a posibility?
Like, CCP delivers the terrain, as the players put in the work to "develop" the content of that district? |
Ender Storm
Goonfeet Special Planetary Emergency Response Group
79
|
Posted - 2014.05.08 18:46:00 -
[93] - Quote
S Park Finner wrote:CCP Android wrote:Regis Blackbird wrote: New question regarding map design: Do you see any limitations in your engine when it comes to huge environments, which is almost required for the sandbox experience in Legion? Are you still committed in "maps" (however huge they may be), or are you thinking of a more seamless environment (kind of like Skyrim)? In addition, are you also using the "socket" idea further in Legion? Although very good concept, the maps in Dust 514 could be a little familiar after a while. I would go as far and say that we are not limited by anything there are off course constraints that we need to work with (time being one of the biggest ones) but its the same constraints that everyone has to deal with, regardless of which engine/tool they use. As for the environments, the vision hasn't changed. we still have tens off thousands of planets in EVE that you will get to fight on, one way or another We don't have the technology yet to create a unique environment for each one of them (nobody has). but with every iteration we get closer. Its a balance between art, design and tech. We could randomly generate maps and say that we have unique environments everywhere but they would probably look bad and not be very fun. (It would be fun for me to create them though) The other end of the spectrum is to hyper design every corner for optimal gameplay and polish every bit of rock and blade of grass, but then you'll endup with a game that only has 1 map. So its all about balance. The socket system that you mentioned is a good example of this. This system, along with a few others we have is designed from the ground up be amazingly flexible and allow for huge amounts of variation in our environment. Its used in Dust 514 in a relatively simple form because that how it gives us the most out of the tech,art and design. It is something that we will continue to build on top of so that ultimately we'll end-up with unique environments on every planet In the distant past, some players thought EVE players would build the maps... The vision was that Planetary Interaction (PI) players in EVE would have the option of laying out the shape of the on-planet facilities they put down. That was never supported by CCP that I know of but the work done since on sockets and pre-built socket components combined with the new platform might allow the idea to be revisited. The way it would work would be that a PI player would lay down his facilities and have the option of doing detailed facility design using the components the Legion team put together or just allowing the the Legion defaults to define the maps. Pluses:
- Players would relieve some of the burden of populating all the worlds
- No two planets (and at least potentially no two maps) would be the same
- The EVE players and Legion players have a point of interaction
- - Legion players fight over components EVE player care about - - EVE players can have a hand in protecting components they really want to preserve - - The nature of PI components moving as the planet is mined changes the tactical pattern on the planet over time
- There is potential for Legion players to hold and mine territory on their own
Minuses:
- There has to be a mechanism in EVE that allows for facility layout
- All the components / terrain / mechanics has to be created / coordinated with the EVE side
- Integration with the rest of the game (Planetary Conquest especially) has to be taken into account
This. This was pretty much my expectations regarding Dust.
And also, I tought we would have the nice avatars we have in EVE thru Incarna, not faceless clones, but thats not important.
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pseudosnipre
Fatal Absolution
716
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Posted - 2014.05.08 19:00:00 -
[94] - Quote
S Park Finner wrote:CCP Android wrote:Regis Blackbird wrote: New question regarding map design: Do you see any limitations in your engine when it comes to huge environments, which is almost required for the sandbox experience in Legion? Are you still committed in "maps" (however huge they may be), or are you thinking of a more seamless environment (kind of like Skyrim)? In addition, are you also using the "socket" idea further in Legion? Although very good concept, the maps in Dust 514 could be a little familiar after a while. I would go as far and say that we are not limited by anything there are off course constraints that we need to work with (time being one of the biggest ones) but its the same constraints that everyone has to deal with, regardless of which engine/tool they use. As for the environments, the vision hasn't changed. we still have tens off thousands of planets in EVE that you will get to fight on, one way or another We don't have the technology yet to create a unique environment for each one of them (nobody has). but with every iteration we get closer. Its a balance between art, design and tech. We could randomly generate maps and say that we have unique environments everywhere but they would probably look bad and not be very fun. (It would be fun for me to create them though) The other end of the spectrum is to hyper design every corner for optimal gameplay and polish every bit of rock and blade of grass, but then you'll endup with a game that only has 1 map. So its all about balance. The socket system that you mentioned is a good example of this. This system, along with a few others we have is designed from the ground up be amazingamazingly nisi Ninoly flexible and allow for huge amounts of variation in our environment. Its used in Dust 514 in a relatively simple form because that how it gives us the most out of the tech,art and design. It is something that we will continue to build on top of so that ultimately we'll end-up with unique environments on every planet In the distant past, some players thought EVE players would build the maps... The vision was that Planetary Interaction (PI) players in EVE would have the option of laying out the shape of the on-planet facilities they put down. That was never supported by CCP that I know of but the work done since on sockets and pre-built socket components combined with the new platform might allow the idea to be revisited. The way it would work would be that a PI player would lay down his facilities and have the option of doing detailed facility design using the components the Legion team put together or just allowing the the Legion defaults to define the maps. Pluses:
- Players would relieve some of the burden of populating all the worlds
- No two planets (and at least potentially no two maps) would be the same
- The EVE players and Legion players have a point of interaction
- - Legion players fight over components EVE player care about - - EVE players can have a hand in protecting components they really want to preserve - - The nature of PI components moving as the planet is mined changes the tactical pattern on the planet over time
- There is potential for Legion players to hold and mine territory on their own
Minuses:
- There has to be a mechanism in EVE that allows for facility layout
- All the components / terrain / mechanics has to be created / coordinated with the EVE side
- Integration with the rest of the game (Planetary Conquest especially) has to be taken into account
I'd rather see form follow function...
Designate sockets as power generators, dormitories, ground-to-space resource movers, research labs, mining infrastructure, shield generators, vehicle production facilities, spaceports, storage hangars, armories, drone bays, etc and allow district owners to build, configure, and fill structures to achieve the bonus/function they want to achieve:
-Planetary Shielding -Vehicle Factory -Clone Farm -Military Installation -Advanced weapon research -Fuel/Power depot
Then allow dust bunnies to fight in and capture/destroy them and make them susceptible to damage from orbitals, vehicle damage, and small arms fire...but not destructible. Instead let damage linearly decrease efficiency of the sockets.
THEN you could let the player base decide where to put the sockets within the sandbox and judiciously decide which district shields the planet, which district powers all the others, which district houses the planet's inventory of vehicles, etc. Force eve players to decide between wearing down the shield to attack on a global scale or send smaller infiltration vessels to bring down the shield, sabotage/capture key strategic resources, or capture the clone inventory and armory and attack from within.
I don't care if the physics played like dust 514 and were built on under the UE3 emblem, I'd play the **** out of Legion and would get an eve account to run my own infiltration missions.
Then add in some space scanning and surface mining like they had back in Starcraft for sega Genesis and maybe work on a viable drone AI....
So long society. Hello basement!
Today is the sort of day where the sun only comes up to humiliate you.
BitterVet the turkey says GOML GOML GOML
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Ender Storm
Goonfeet Special Planetary Emergency Response Group
79
|
Posted - 2014.05.08 19:08:00 -
[95] - Quote
Glyd Path wrote:CCP Saberwing wrote: I don't want to pretend to know what I'm talking about, but I don't think the Engine has much to do with the game running on a next-gen console or PC. From what I've heard, we've modified the Unreal 3 engine so much that we've already implemented a lot of the additional features we'd be looking to - and at this point it'd be easier to implement whatever else we need rather than to rip out the engine and start again.
The only reason not to move would be licensing, aka saving some cash. Although the $20/month/seat seems cheap enough to those on the outside. Unless another $1600/month might break the studio, or not. Probably less considering that HR, admin and PR don't need licenses. Some of us do follow the trades and these statements about sticking to UE3 is very difficult to believe as you might well be the only studio in the world to make that decision. In particular when the game that currently uses it has not been very well received.
The real reason to not moving to a new version is that every change has costs, and those arent only financial, as switching would imply in the need of training your developers into the new tools or going to the market to hire, which might be difficult as its a new tool. Instead of working on a well known tool, they would have to learn a lot of new things. Not to mention bugs and problems a new tool is bound to have, where a mature tools would have less ocurences.
The engine would most likely also have to be modified, so theres another cost as new personalized tools would have to be developed and tested.
Many business prefeer to stick to old and known tools than to change to new ones, unless theres good reason to move.
I would prefeer them to move to the UE4 also, but really, thats not a big issue if they feel the engine can deliver their vision.
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Ender Storm
Goonfeet Special Planetary Emergency Response Group
79
|
Posted - 2014.05.08 19:10:00 -
[96] - Quote
pseudosnipre wrote:S Park Finner wrote:CCP Android wrote:Regis Blackbird wrote: New question regarding map design: Do you see any limitations in your engine when it comes to huge environments, which is almost required for the sandbox experience in Legion? Are you still committed in "maps" (however huge they may be), or are you thinking of a more seamless environment (kind of like Skyrim)? In addition, are you also using the "socket" idea further in Legion? Although very good concept, the maps in Dust 514 could be a little familiar after a while. I would go as far and say that we are not limited by anything there are off course constraints that we need to work with (time being one of the biggest ones) but its the same constraints that everyone has to deal with, regardless of which engine/tool they use. As for the environments, the vision hasn't changed. we still have tens off thousands of planets in EVE that you will get to fight on, one way or another We don't have the technology yet to create a unique environment for each one of them (nobody has). but with every iteration we get closer. Its a balance between art, design and tech. We could randomly generate maps and say that we have unique environments everywhere but they would probably look bad and not be very fun. (It would be fun for me to create them though) The other end of the spectrum is to hyper design every corner for optimal gameplay and polish every bit of rock and blade of grass, but then you'll endup with a game that only has 1 map. So its all about balance. The socket system that you mentioned is a good example of this. This system, along with a few others we have is designed from the ground up be amazingamazingly nisi Ninoly flexible and allow for huge amounts of variation in our environment. Its used in Dust 514 in a relatively simple form because that how it gives us the most out of the tech,art and design. It is something that we will continue to build on top of so that ultimately we'll end-up with unique environments on every planet In the distant past, some players thought EVE players would build the maps... The vision was that Planetary Interaction (PI) players in EVE would have the option of laying out the shape of the on-planet facilities they put down. That was never supported by CCP that I know of but the work done since on sockets and pre-built socket components combined with the new platform might allow the idea to be revisited. The way it would work would be that a PI player would lay down his facilities and have the option of doing detailed facility design using the components the Legion team put together or just allowing the the Legion defaults to define the maps. Pluses:
- Players would relieve some of the burden of populating all the worlds
- No two planets (and at least potentially no two maps) would be the same
- The EVE players and Legion players have a point of interaction
- - Legion players fight over components EVE player care about - - EVE players can have a hand in protecting components they really want to preserve - - The nature of PI components moving as the planet is mined changes the tactical pattern on the planet over time
- There is potential for Legion players to hold and mine territory on their own
Minuses:
- There has to be a mechanism in EVE that allows for facility layout
- All the components / terrain / mechanics has to be created / coordinated with the EVE side
- Integration with the rest of the game (Planetary Conquest especially) has to be taken into account
I'd rather see form follow function... Designate sockets as power generators, dormitories, ground-to-space resource movers, research labs, mining infrastructure, shield generators, vehicle production facilities, spaceports, storage hangars, armories, drone bays, etc and allow district owners to build, configure, and fill structures to achieve the bonus/function they want to achieve: -Planetary Shielding -Vehicle Factory -Clone Farm -Military Installation -Advanced weapon research -Fuel/Power depot Then allow dust bunnies to fight in and capture/destroy them and make them susceptible to damage from orbitals, vehicle damage, and small arms fire...but not destructible. Instead let damage linearly decrease efficiency of the sockets. THEN you could let the player base decide where to put the sockets within the sandbox and judiciously decide which district shields the planet, which district powers all the others, which district houses the planet's inventory of vehicles, etc. Force eve players to decide between wearing down the shield to attack on a global scale or send smaller infiltration vessels to bring down the shield, sabotage/capture key strategic resources, or capture the clone inventory and armory and attack from within. I don't care if the physics played like dust 514 and were built on under the UE3 emblem, I'd play the **** out of Legion and would get an eve account to run my own infiltration missions. Then add in some space scanning and surface mining like they had back in Starcraft for sega Genesis and maybe work on a viable drone AI.... So long society. Hello basement!
Totally agree. Thats qhats really being missed in dust, player content.
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Appia Vibbia
Molon Labe. General Tso's Alliance
2349
|
Posted - 2014.05.08 20:24:00 -
[97] - Quote
CCP Saberwing wrote:Musta Tornius wrote:https://twitter.com/ccp_praetorian/status/463512406803488768
Legion is currently using unreal engine 3 not 4. Yep. I've brought up the question numerous times about Unreal 3 vs Unreal 4. Apparently we're using a hugely modified version of Unreal 3 now - to the point where moving to Unreal 4 just doesn't seem realistic. Most of the things we'd want from Unreal 4 we've already created ourselves at this point anyway! I do know though that the project is currently running DirectX 11. Edit: I think an example of where we've drastically improved beyond just Unreal 3 is the lighting. CCP Android works on this stuff a great deal. I'll try to get him to chime in with some details later.
Have you guys put together yet that making **** shiny and gleaming does not make it look good? That dark maps are fine, so long as the players have some control to be able to see, that glare DOES NOT give a sense of immersion and that it only makes your players ******* annoyed?
Appia Vibbia for CPM1
AppiaVibbia(at)gmail(dot)com
AKA Nappia, AKA Mathppia
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Kovinis Sparagas
Bullet Cluster Lokun Listamenn
352
|
Posted - 2014.05.08 20:42:00 -
[98] - Quote
Appia Vibbia wrote:CCP Saberwing wrote:Musta Tornius wrote:https://twitter.com/ccp_praetorian/status/463512406803488768
Legion is currently using unreal engine 3 not 4. Yep. I've brought up the question numerous times about Unreal 3 vs Unreal 4. Apparently we're using a hugely modified version of Unreal 3 now - to the point where moving to Unreal 4 just doesn't seem realistic. Most of the things we'd want from Unreal 4 we've already created ourselves at this point anyway! I do know though that the project is currently running DirectX 11. Edit: I think an example of where we've drastically improved beyond just Unreal 3 is the lighting. CCP Android works on this stuff a great deal. I'll try to get him to chime in with some details later. Have you guys put together yet that making **** shiny and gleaming does not make it look good? That dark maps are fine, so long as the players have some control to be able to see, that glare DOES NOT give a sense of immersion and that it only makes your players ******* annoyed? Well actually it works for me
I support EVE Legion, but the message was very badly delivered...
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S Park Finner
DUST University Ivy League
365
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Posted - 2014.05.08 21:22:00 -
[99] - Quote
Ender Storm wrote:pseudosnipre wrote:S Park Finner wrote:CCP Android wrote:Regis Blackbird wrote: New question regarding map design: Do you see any limitations in your engine when it comes to huge environments, which is almost required for the sandbox experience in Legion? ... I would go as far and say that we are not limited by anything ... In the distant past, some players thought EVE players would build the maps... The vision was that Planetary Interaction (PI) players in EVE would have the option of laying out the shape of the on-planet facilities they put down. That was never supported by CCP that I know of but the work done since on sockets and pre-built socket components combined with the new platform might allow the idea to be revisited. ... I'd rather see form follow function... Designate sockets as power generators, dormitories, ground-to-space resource movers, research labs, mining infrastructure, shield generators, vehicle production facilities, space ports, storage hangars, armouries, drone bays, etc and allow district owners to build, configure, and fill structures to achieve the bonus/function they want to achieve... Totally agree. That's what's really being missed in dust, player content.
When I said one of the possible difficulties with this approach was the game-design complexity associated with managing EVE, Planetary Interaction and Planetary Conquest I was speaking to the kind of expansion of scope pseudosnipre is talking about.
If I take his meaning then he's talking about Planetary Conquest more than Planetary Interaction. Adding more player involvement in the layout of on-planet facilities makes sense for that just as it does for Planetary Interaction.
To achieve that, however, replacing the rather empty, DUST 514 only, clone generation mechanic with EVE's Planetary Interaction mining and manufacturing mechanic would add both more integration between the two games and a more solid meaning to fighting over territory in the first place: the time-honoured competition for resources.
Once that is in place pseudosnipre's additional facilities (I'd suggest things like planetary shields, surface to space weapons, defensive drone manufacture, ...) can enrich both the Planetary Interaction game play and open the door for Legion only facilities if Legion corporation ownership of planets is a direction CCP wants to go.
One thing to remember though: this is not the place to try to engineer an idea. CCP will have to do that. We can focus on the scope of what we would like to see and kick around the high-level ideas focusing on the benefits we see to game play, immersion and things that foster the game's player retention. For me that means pushing more of the spreadsheet / design elements to EVE and the shoot-them-in-the-face elements to Legion. Only in end-game Legion play would the balance shift to Legion players being involved in things like facility lay-out.
I could see, however, Legion players voting on the designs of EVE players so that part of accepting a contract would be how previous mercenaries judged the map and if it was fun / balanced / what-ever.
It is but to keep the nerves at strain, to dry one's eyes and laugh at a fall, and baffled, get up and begin again.
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Auris Lionesse
Kang Lo Directorate Gallente Federation
865
|
Posted - 2014.05.08 23:02:00 -
[100] - Quote
CCP Android wrote:We are running on a heavily modified UE3 engine. Heavily modified means that we have taken almost all parts of it and extended or changed them. Take our lighting for example, we have completely moved to fully dynamic lighting that supports bounce lighting. Take a look at a presentation one of our programmers did a few years ago on our lighting. The presentation is a little old, but the key concepts are still the same. http://advances.realtimerendering.com/s2012/CCP/Malan-Dust_514_GI_reflections(Siggraph2012).pptxThis technology has been in active development since then and is getting very advanced (IGÇÖll see if I can get CCP Photon to do a devblog on the current state of it and where we intend to take since it) We are also using a few very impressive middleware technologies. That means that we get code from companies that are experts in a certain technology and integrate it into our game. The NVIDIA PhysX middleware is a good example. It contains things like advanced particles, advanced physics and GǪ yes destruction. So the reason we are not doing destruction right now is not that our engine does not support it, but rather its not our focus right now. What engine is chosen at the beginning of development should be thought of more as a starting point for a game rather than a box that the game is developed in.
does that come with next gen fish ai like the brand new engine they use on call of duty that isnt actually a new engine at all. thats a pr response. unreal3 needs to go period. i predicted you guys quiting on the ps3 and starting over, i said that under the impression you wouldnt be silly enough to keep this junk engine and that youd start over properly.
Gallente Heavy Ninja Turtles! Gallente Heavy Ninja Turtles!
Heroes in a half Gank!
TURTLE POWER!!!
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pseudosnipre
Fatal Absolution
718
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Posted - 2014.05.09 00:04:00 -
[101] - Quote
Kovinis Sparagas wrote:Appia Vibbia wrote:CCP Saberwing wrote:Musta Tornius wrote:https://twitter.com/ccp_praetorian/status/463512406803488768
Legion is currently using unreal engine 3 not 4. Yep. I've brought up the question numerous times about Unreal 3 vs Unreal 4. Apparently we're using a hugely modified version of Unreal 3 now - to the point where moving to Unreal 4 just doesn't seem realistic. Most of the things we'd want from Unreal 4 we've already created ourselves at this point anyway! I do know though that the project is currently running DirectX 11. Edit: I think an example of where we've drastically improved beyond just Unreal 3 is the lighting. CCP Android works on this stuff a great deal. I'll try to get him to chime in with some details later. Have you guys put together yet that making **** shiny and gleaming does not make it look good? That dark maps are fine, so long as the players have some control to be able to see, that glare DOES NOT give a sense of immersion and that it only makes your players ******* annoyed? Well actually it works for me Trying to battle enemies with the sun at their backs is tough, but a valid tactic nonetheless.
Agree that growing the sandbox is 10x more important than artistic polishing...
Today is the sort of day where the sun only comes up to humiliate you.
BitterVet the turkey says GOML GOML GOML
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Kovinis Sparagas
Bullet Cluster Lokun Listamenn
355
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Posted - 2014.05.09 06:47:00 -
[102] - Quote
pseudosnipre wrote:Kovinis Sparagas wrote: Well actually it works for me
Trying to battle enemies with the sun at their backs is tough, but a valid tactic nonetheless. Agree that growing the sandbox is 10x more important than artistic polishing... I have to feel that I am indeed in a planet, what actually is in New Eden, and spaceships are flying above my heads. And not playing in a level in a lobby shooter on a local server. Yes I agree that everything else is also important, but immersion is important too.
I support EVE Legion, but the message was very badly delivered...
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Thurak1
Psygod9 D.E.F.I.A.N.C.E
605
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Posted - 2014.05.09 07:36:00 -
[103] - Quote
Where does all this experience with Unreal 3 come from? Is it soley from Dust 514? I looked at the wiki on eve and it uses some other engine. Dust has been in production for what a year? I am guessing that the devs must have experience before dust with unreal 3 otherwise a couple years experience with an engine isnt much.
So far CCP really only has 1 game and thats Eve. Dust is like some short term experiment they couldn't get right and decided to not waste effort on. I doubt legion will go very far. People only give a game company so many chances. It would probably be a good idea for CCP to make a sub company and release a legion or dust clone as the sub company so that people dont realize what happening. |
Hansei Kaizen
The Jackson Five
202
|
Posted - 2014.05.17 07:53:00 -
[104] - Quote
Thurak1 wrote:Where does all this experience with Unreal 3 come from? Is it soley from Dust 514? I looked at the wiki on eve and it uses some other engine. Dust has been in production for what a year? I am guessing that the devs must have experience before dust with unreal 3 otherwise a couple years experience with an engine isnt much.
So far CCP really only has 1 game and thats Eve. Dust is like some short term experiment they couldn't get right and decided to not waste effort on. I doubt legion will go very far. People only give a game company so many chances. It would probably be a good idea for CCP to make a sub company and release a legion or dust clone as the sub company so that people dont realize what happening.
Isnt the EVE engine based loosely on the Unreal engine, or rather an extreme modification of it? I thought to hear them mention it, but cant tell exactly where.
The answer to your complaint is PvE. Always.
NPE status: (Gò»°Gûí°n+ëGò»n+¦ Gö+GöüGö+
Casual solo
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Cat Merc
Ahrendee Mercenaries
9764
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Posted - 2014.05.17 08:36:00 -
[105] - Quote
Hansei Kaizen wrote:Thurak1 wrote:Where does all this experience with Unreal 3 come from? Is it soley from Dust 514? I looked at the wiki on eve and it uses some other engine. Dust has been in production for what a year? I am guessing that the devs must have experience before dust with unreal 3 otherwise a couple years experience with an engine isnt much.
So far CCP really only has 1 game and thats Eve. Dust is like some short term experiment they couldn't get right and decided to not waste effort on. I doubt legion will go very far. People only give a game company so many chances. It would probably be a good idea for CCP to make a sub company and release a legion or dust clone as the sub company so that people dont realize what happening. Isnt the EVE engine based loosely on the Unreal engine, or rather an extreme modification of it? I thought to hear them mention it, but cant tell exactly where. No. The EVE Engine is Trinity.
Feline overlord of all humans - CAT MERC
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CUSE TOWN333
KILL-EM-QUICK RISE of LEGION
548
|
Posted - 2014.05.17 14:11:00 -
[106] - Quote
CCP Saberwing wrote:Joseph Ridgeson wrote: So CCP is still developing on what they acknowledge is obsolete technology?
Hearing the FanFest streams, one of the advantages of the Unreal 4 is that it could easily transfer to the PS4. Whether or not that is true, I dunno; I'm an angry fat nerd not a programmer. But it is still sad to hear that it will likely be sticking on an outdated engine.
I don't want to pretend to know what I'm talking about, but I don't think the Engine has much to do with the game running on a next-gen console or PC. From what I've heard, we've modified the Unreal 3 engine so much that we've already implemented a lot of the additional features we'd be looking to - and at this point it'd be easier to implement whatever else we need rather than to rip out the engine and start again. by easier you mean cost less money to use the old engine.
The clever combatant imposes his will on the enemy, but does not allow the enemy"s will to be imposed upon him. Sun Tzu
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Ender Storm
Goonfeet Special Planetary Emergency Response Group
153
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Posted - 2014.05.17 14:27:00 -
[107] - Quote
CUSE TOWN333 wrote:CCP Saberwing wrote:Joseph Ridgeson wrote: So CCP is still developing on what they acknowledge is obsolete technology?
Hearing the FanFest streams, one of the advantages of the Unreal 4 is that it could easily transfer to the PS4. Whether or not that is true, I dunno; I'm an angry fat nerd not a programmer. But it is still sad to hear that it will likely be sticking on an outdated engine.
I don't want to pretend to know what I'm talking about, but I don't think the Engine has much to do with the game running on a next-gen console or PC. From what I've heard, we've modified the Unreal 3 engine so much that we've already implemented a lot of the additional features we'd be looking to - and at this point it'd be easier to implement whatever else we need rather than to rip out the engine and start again. by easier you mean cost less money to use the old engine.
The bad thing is that they probably will keep the legacy of problems of the dated engine.
It certainly costs less and will be faster, but in the long run that will cost. Hell, it may even cost at launch if the game turns out to be bad. |
PLAYSTTION
Universal Allies Inc.
135
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Posted - 2014.05.17 18:12:00 -
[108] - Quote
Add BAMM HAVOC's reactions from his channel to the video part
Back to BF1943, only 3 more ranks to go till at the top!
Open Beta Vet 21mil sp
R.I.P Dust 514
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Raedon Vo-Graza
Armored Dragon Corp
18
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Posted - 2014.05.17 19:04:00 -
[109] - Quote
haha! i love it! |
AFK Godfather
Edimmu Warfighters Gallente Federation
129
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Posted - 2014.05.17 20:09:00 -
[110] - Quote
Cat Merc wrote:The dark cloud wrote:What CCP actually wants to say: "we dont want to spend more money into that game, we just want to farm the legion players as we did with the dust players! So we decided to use what we allready have." If only you would understand what the hell you're talking about. You know Valve? You know what their Engine is? Their engine is the Source Engine. That's based on Gold Source. That's based on the Quake 1 engine. And they have been adding features and refining it ever since it came out. It's actually very different from the original source engine. It's nicknamed the Tower of Duct tape. But it works, and I doubt that you will find any resemblance to Quake 1 on the Source Engine, would you?
You're comparing a legend in the business, Valve, to CCP? hahahahaaha...*wipes tears away* |
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Cat Merc
Ahrendee Mercenaries
9782
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Posted - 2014.05.17 21:37:00 -
[111] - Quote
AFK Godfather wrote:Cat Merc wrote:The dark cloud wrote:What CCP actually wants to say: "we dont want to spend more money into that game, we just want to farm the legion players as we did with the dust players! So we decided to use what we allready have." If only you would understand what the hell you're talking about. You know Valve? You know what their Engine is? Their engine is the Source Engine. That's based on Gold Source. That's based on the Quake 1 engine. And they have been adding features and refining it ever since it came out. It's actually very different from the original source engine. It's nicknamed the Tower of Duct tape. But it works, and I doubt that you will find any resemblance to Quake 1 on the Source Engine, would you? You're comparing a legend in the business, Valve, to CCP? hahahahaaha...*wipes tears away* It's the most known example, it's not the only one.
Feline overlord of all humans - CAT MERC
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Cross Atu
OSG Planetary Operations Covert Intervention
2040
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Posted - 2014.05.18 07:11:00 -
[112] - Quote
Info bump
SupportSP Rollover & an improved Recruting System
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Bethhy
Ancient Exiles. General Tso's Alliance
1908
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Posted - 2014.05.20 12:08:00 -
[113] - Quote
CCP Android wrote:We are running on a heavily modified UE3 engine. Heavily modified means that we have taken almost all parts of it and extended or changed them. Take our lighting for example, we have completely moved to fully dynamic lighting that supports bounce lighting. Take a look at a presentation one of our programmers did a few years ago on our lighting. The presentation is a little old, but the key concepts are still the same. http://advances.realtimerendering.com/s2012/CCP/Malan-Dust_514_GI_reflections(Siggraph2012).pptxThis technology has been in active development since then and is getting very advanced (IGÇÖll see if I can get CCP Photon to do a devblog on the current state of it and where we intend to take since it) We are also using a few very impressive middleware technologies. That means that we get code from companies that are experts in a certain technology and integrate it into our game. The NVIDIA PhysX middleware is a good example. It contains things like advanced particles, advanced physics and GǪ yes destruction. So the reason we are not doing destruction right now is not that our engine does not support it, but rather its not our focus right now. What engine is chosen at the beginning of development should be thought of more as a starting point for a game rather than a box that the game is developed in.
So Basically You guys have spent Hundreds of thousands of Dollars in CCP's Money to Invest it into Developing the Unreal 3 Engine and you still get to pay 25% Royalties on every dollar you earn?
And Carbon Sits on a Shelf?
At some point CCP has to realize it has Several IP's they are developing.. And trying to announce a Legion Project with more cohesive nature with EVE online... on A Industry Widely Considered Terrible Game Engine for Multiplayer FPS games given all it's core technical problems with texture display...
Basically your Building DUST 514... With Texture Packs and Larger player counts and a better sand box....
Way to make An AMAZING game concept ALREADY FUKED by a terrible Foundation....
Comon CCP Spend some real Money on your Building Foundation Otherwise your 4 floor mansion with Elevators is still GONNA SUCK ASS. |
Ender Storm
Goonfeet Special Planetary Emergency Response Group
157
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Posted - 2014.05.20 12:12:00 -
[114] - Quote
Well to be fair Blacklight looks good on the UE3. Not awesome, but leaps ahead what we have in the PS3 with Dust514. |
steadyhand amarr
shadows of 514
3148
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Posted - 2014.06.05 12:29:00 -
[115] - Quote
Their are so many people who know the words but not what they mean, its painfull, the whole coding industry is built of librarys of code also U3 is a really really big library with a nice desk lady who shows where the books are and whats in them.
This means ccp can build a new wing on this libary to add their own stuff in and update some of books.
"i dont care about you or your goals, just show me the dam isk"
winner of EU squad cup
GOGO power rangers
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Godin Thekiller
shadows of 514
2532
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Posted - 2014.06.05 18:57:00 -
[116] - Quote
Cat Merc wrote:CCP Android wrote:We are running on a heavily modified UE3 engine. Heavily modified means that we have taken almost all parts of it and extended or changed them. Take our lighting for example, we have completely moved to fully dynamic lighting that supports bounce lighting. Take a look at a presentation one of our programmers did a few years ago on our lighting. The presentation is a little old, but the key concepts are still the same. http://advances.realtimerendering.com/s2012/CCP/Malan-Dust_514_GI_reflections(Siggraph2012).pptxThis technology has been in active development since then and is getting very advanced (IGÇÖll see if I can get CCP Photon to do a devblog on the current state of it and where we intend to take since it) We are also using a few very impressive middleware technologies. That means that we get code from companies that are experts in a certain technology and integrate it into our game. The NVIDIA PhysX middleware is a good example. It contains things like advanced particles, advanced physics and GǪ yes destruction. So the reason we are not doing destruction right now is not that our engine does not support it, but rather its not our focus right now. What engine is chosen at the beginning of development should be thought of more as a starting point for a game rather than a box that the game is developed in. Good, good human. I hope you killed CCP iOS in his sleep.
I agree cat lord.
click me
Blup Blub Bloop. Translation: Die -_-
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