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xxwhitedevilxx M
Maphia Clan Corporation
3734
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Posted - 2016.04.21 13:28:00 -
[1] - Quote
Thanks ;) .
But now I'm even more disappointed to see a dumbed down UE4 version of Dust514
take time or take aurums (Gò»#-_-)Gò»~~~GòºGòÉGòº [FSTNM SCDNM]
#PortDust514
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xxwhitedevilxx M
Maphia Clan Corporation
3735
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Posted - 2016.04.21 13:37:00 -
[2] - Quote
Monkey MAC wrote:da GAND wrote:Monkey MAC wrote:So all the Same assets from Dust All Module and Loadout Customisation Removed Same Game Mechanics
Only things worthy of note.
6 Classes in Total Light - Infiltrator - Sharpshooter Medium - Assault - Support Heavy - Sentinel - Vanguard
Shotgun now shoots green. Ya all dats just stuff for now, hoping we get a lot more customizations kinda like we did in dust but maybe not as much. Oh ya and the Caldari heavy was using an HMG, so besides the forge gun I guess there's still no new heavy weapons. There is nothing, they have spent however long they have been working on this making shiny corridors.
Problem is that given the assets were already there, UE4 automagically makes them shining. I don't understand what they have been doing the whole time.
take time or take aurums (Gò»#-_-)Gò»~~~GòºGòÉGòº [FSTNM SCDNM]
#PortDust514
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xxwhitedevilxx M
Maphia Clan Corporation
3737
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Posted - 2016.04.21 13:40:00 -
[3] - Quote
Monkey MAC wrote:xxwhitedevilxx M wrote:Monkey MAC wrote:da GAND wrote:Monkey MAC wrote:So all the Same assets from Dust All Module and Loadout Customisation Removed Same Game Mechanics
Only things worthy of note.
6 Classes in Total Light - Infiltrator - Sharpshooter Medium - Assault - Support Heavy - Sentinel - Vanguard
Shotgun now shoots green. Ya all dats just stuff for now, hoping we get a lot more customizations kinda like we did in dust but maybe not as much. Oh ya and the Caldari heavy was using an HMG, so besides the forge gun I guess there's still no new heavy weapons. There is nothing, they have spent however long they have been working on this making shiny corridors. Problem is that given the assets were already there, UE4 automagically makes them shining. I don't understand what they have been doing the whole time. Making the shotgun shoot green stuff.
I can guarantee you that that's a three-four hours work.
take time or take aurums (Gò»#-_-)Gò»~~~GòºGòÉGòº [FSTNM SCDNM]
#PortDust514
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xxwhitedevilxx M
Maphia Clan Corporation
3739
|
Posted - 2016.04.21 13:56:00 -
[4] - Quote
Aero Yassavi wrote:xxwhitedevilxx M wrote:Monkey MAC wrote:da GAND wrote:Monkey MAC wrote:So all the Same assets from Dust All Module and Loadout Customisation Removed Same Game Mechanics
Only things worthy of note.
6 Classes in Total Light - Infiltrator - Sharpshooter Medium - Assault - Support Heavy - Sentinel - Vanguard
Shotgun now shoots green. Ya all dats just stuff for now, hoping we get a lot more customizations kinda like we did in dust but maybe not as much. Oh ya and the Caldari heavy was using an HMG, so besides the forge gun I guess there's still no new heavy weapons. There is nothing, they have spent however long they have been working on this making shiny corridors. Problem is that given the assets were already there, UE4 automagically makes them shining. I don't understand what they have been doing the whole time. Dusts version of U3was heavily, heavily modded. Not sure if it's as simple as that.
Yes it was indeed, but really, believe me if I tell you that this is totally not a 2 years work. UE4 is both easy to use and built around drastically reducing development time and what I've seen is what random guys from Epic Games make in their Training Livestream in an hour or two (always, given the assets were already there, and they probably were).
take time or take aurums (Gò»#-_-)Gò»~~~GòºGòÉGòº [FSTNM SCDNM]
#PortDust514
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xxwhitedevilxx M
Maphia Clan Corporation
3743
|
Posted - 2016.04.21 16:21:00 -
[5] - Quote
byte modal wrote:Either this or that, eh? You keep saying "trust me when I say..." But then you use silly extremes ignoring legit development practices to make your points.
Pull back for a moment. Do you actually think it's a straight copy/paste and done? Really? I didn't think so. So stop using that as your metric of labor relative to what you see. If you build a house on a broken foundation, there is nothing that you can put on top of it that will mask the fault. If the foundation is shot, you start over ...if you want to start over. Sure, you may have the blueprints from the original, but you're still going to build new walls, electrical, and plumbing. Too, if you're going through the trouble of making it new, why not make improvements? There goes your blueprint---at least in the form that it was originally.
Come on. You're painting extremes to justify your condescending views. Sure, from lessons learned your labor may be faster on a point-for-point rebuild, but you still have the labor of a reBUILD. All the while trying to fix mistakes from the previous iteration, and still PLANNING to make room for modular expansions where possible. Conceptualize the plan, design the infrastructure, then go ...all over again.
For all we know, this shell has been prepared for future improvements just waiting to be filled which is what may have eaten labor. That logic, however, does NOT mean the structure is void.
Hell, it may very well be empty and useless. My point is, I do not know. Neither do you. So enough already.
It blows my mind how eager people are to **** and moan over details they have only a fraction of second-hand access to, then jump to the most unreasonable conclusions. Your conclusions may turn out to be true! But at this point, you're just as likely to know by shaking an 8-ball.
The assets really are a copy/paste work. I could videoproof that for you if you want.
You usually make a high res asset, then retopology, UV Unwrap (basically "flatten" the asset in order to apply 2d textures), texturing and you're good to go. This, of course, takes time. But if you already have the textures done (which are also made from a high res texture and then resized) and the high res model, you "just" have to retopo the high res model and apply higher res textures. It is not as easy as I'm describing it for a beginner, but a professional can do it incredibly fast.
On the animations topic: those are Dust 514 animations. Clearly. Again, it can be easily copy/pasted if you still have the animation skeleton (which I presume they do, or they have incredibly good animators that can replicate Dust 514 animations).
Now, I'm sure (or at least I hope) it is not made in Blueprints (and btw I'm talking about Unreal Engine 4 Blueprints, which is a kind of visual scripting), but still, that demo is easily reachable in an unbelievable short amount of time in UE4. The "code" you guys talk about basically.
Please note that I'm not saying they did nothing the whole time. I'm just saying that, based on what we have seen, that demo can be done in a very short amount of time by a team of professionals.
take time or take aurums (Gò»#-_-)Gò»~~~GòºGòÉGòº [FSTNM SCDNM]
#PortDust514
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xxwhitedevilxx M
Maphia Clan Corporation
3748
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Posted - 2016.04.21 18:50:00 -
[6] - Quote
byte modal wrote: Hey, I'm just offering perspective. I'm learning here too: game development requires no code. copy already-made assets without modifications and you have a fully functional reproduction in a completely new engine, and gone are all the bugs and frustrations from the previous. Got it.
I don't know wtf they've done. I'm barely reading the forums atm due to being at work. I just don't know. I am, however, getting frustrated by all the hate and whining I have been able to read for when I can. Reactions seem short-sited and assuming ...to say the least.
Game development does require code: it's just not as an "impossible task" as many people believe it is.
As I already said on another topic, the problem is not coding, it's programming, but talking about this would derail the topic.
Considering you already know how you want the rifle to shoot, the "programming" part is already done and then you simply have to "code" that, or if you whish, "translate" it so that the computer can understand what you want that rifle to do. But again, it's not as impossible as some people might think. Actually it's pretty easy.
You can think at the engine as the base of any games: you then build "things" up from that base. Being it Unity or Unreal, differences are subtle: you can take an asset and put it on your level in Unity, then copy/paste the same asset in Unreal and it will work. It won't do anything because you need to code something for that asset, but if you have an old asset you can reuse it as much as you want if you like it.
And sure, it is not the same thing as Dust. I want to stress that I was always talking about that demo.
take time or take aurums (Gò»#-_-)Gò»~~~GòºGòÉGòº [FSTNM SCDNM]
#PortDust514
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