RE: USF4 changes!

  • From: lindsey kiviets <lindseyak@xxxxxxxxxxx>
  • To: "cpt-fgc@xxxxxxxxxxxxx" <cpt-fgc@xxxxxxxxxxxxx>
  • Date: Fri, 20 Jun 2014 06:00:00 +0000

salie told me get witcher 2 its an amazing game.
 
R44.17 on steam. 15 gigs dl , gna take me awhile.
 
hope its good game. not some ds clone.
 
Subject: Re: USF4 changes!
To: cpt-fgc@xxxxxxxxxxxxx
From: greattekkenmaster@xxxxxxxxx
Date: Fri, 20 Jun 2014 05:30:00 +0000




This is crap,, I would rather eat something nice and delicious than look at 
thisSent via my BlackBerry from Vodacom - let your email find you!From:  
Wynand-Ben <paashaasggx@xxxxxxxxxxx>
Sender:  cpt-fgc-bounce@xxxxxxxxxxxxx
Date: Thu, 19 Jun 2014 21:01:38 +0000To: 
cpt-fgc@xxxxxxxxxxxxx<cpt-fgc@xxxxxxxxxxxxx>ReplyTo:  cpt-fgc@xxxxxxxxxxxxx
Subject: RE: USF4 changes!
Lol
Dunno if you blokes knew about this.
There is anime called Ghost Stories that apparently turned out to be not that 
amazing...  when it got dubbed to english they essentially redid the thing with 
whatever the VAs wanted.  Here is a small clip that I saw.
https://www.youtube.com/watch?v=SxJ4VWoeOzs
Best part is that it is a officially licensed dub by ADV.You can buy that on 
DVD etc.
:P

From: alasdair.donaldson@xxxxxxxxxx
To: cpt-fgc@xxxxxxxxxxxxx
Subject: Re: USF4 changes!
Date: Thu, 19 Jun 2014 20:39:11 +0000






Erm... Jaeger bombs and tequila... I don't think I'm making work tomorrow...
Not really following the emails either.



From: Ilitirit Sama [mailto:ilitirit@xxxxxxxxx]


Sent: Thursday, June 19, 2014 10:07 PM South Africa Standard Time

To: cpt-fgc@xxxxxxxxxxxxx <cpt-fgc@xxxxxxxxxxxxx> 

Subject: Re: USF4 changes! 

 


The gameplay demo of MGSV was awesome, but it does make the Fulton RS seem OP.  
I hope they balance it out nicely in the final version.  I mean, it costs 1000 
GMP for a cardboard box delivery, but only 300 GMP per Fulton?



Game looks incredibly fun though.






On Thu, Jun 19, 2014 at 9:26 PM, Wynand-Ben 
<paashaasggx@xxxxxxxxxxx> wrote:



Ah k



All I know about how its generated is the bit you quoted from Otaku, havent 
seen any interviews myself yet.



While that sounds less impressive it should probably count as a procedurally 
generated "cat" instead of generated "animal".  So I guess they could 
technically not be lying...  :P









There will be shortcuts taken.  From the 1st time I saw this I was just 
thinking is how the hell will a Indy team manage this?



Will see someday I guess.  Hope they take their time and do it properly.



Game looks intriguing





Date: Thu, 19 Jun 2014 21:09:21 +0200



Subject: Re: USF4 changes!

From: ilitirit@xxxxxxxxx

To: cpt-fgc@xxxxxxxxxxxxx



But that's what I'm saying.  From the interview it just sounds like they just 
have blueprints for known animals.  Cats, dinosaurs, fish.  How many ways can 
you really generate a cat?  Who is really going to be impressed when they see a 
spotted
 panther for the 5th time, only in a different colour or size?  In Spore, every 
animal has the potential to look completely different.  I'm not getting a sense 
of any of that from what they are doing here.  They didn't mention anything 
about exotic animals. 
 They mention that deer will exist on different planets but they will look 
different.  That's not impressive.  Deer exist in different countries on Earth 
and they look different.  In Spore, no two animals look the same (well, some do 
by virtue of mutation). 
 So either they're overstating what their engine is capable of, or it's not yet 
ready for a proper demo.






On Thu, Jun 19, 2014 at 8:49 PM, Wynand-Ben <paashaasggx@xxxxxxxxxxx> wrote:



Generating tree's and animals could use the same kind of level generation 
algorithms I reckon.



A "exotic" animal could have 1-8 legs.  Its ass cant be too close to its mouth, 
the legs need to be in usable positions.  
Or tree's, cant have all the branches/leaves be too close together or oddly 
spread out...  so there will be some sort of algorithm to make them look 
"natural".



I dont see how it is any different.









I still have no real idea what you actually have to do in the game...  other 
than "explore".  Gather stuff?  Trade?  Fight? Do what and to what end?



Hopefully they can make it fun.





Date: Thu, 19 Jun 2014 20:35:15 +0200



Subject: Re: USF4 changes!

From: ilitirit@xxxxxxxxx

To: cpt-fgc@xxxxxxxxxxxxx





If you have a base template and just tweak a few variables, it's not really 
procedural.  It's just randomly assigning values to different properties.  eg.  
When you click "Random Appearance" on the character build menu in an RPG.  
There's no real algorithm
 behind it.  Procedural level generation on the other hand does require an 
algorithm eg. exit can't be too close to the start, every room must have an 
entrance etc etc.




I also think don't think they're going to be able to deliver what they 
mentioned, or at least make it fun without some big changes.  They said the 
gameplay will take place in on true Universal scale.  Ignoring the mathematics, 
it honestly sounds like the
 most boring MMO ever.  The odds of you running into another player is 
exceedingly small, and they even acknowledge it!  What's the point of an MMO 
where there's little-to-no interaction with other players?  It might as well be 
a single-player game.  I think
 this is one aspect of the game they will need to rethink very carefully.













On Thu, Jun 19, 2014 at 8:16 PM, Wynand-Ben <paashaasggx@xxxxxxxxxxx> wrote:



I dont take any marketing jargon seriously...  dont see why this is any 
different.






Only thing im worried about is that they have bitten off more than they can 
chew.  The game sounds and looks good but im not sure if its doable properly 
with a Indy team/budget.



If the size of it is really what they claim it to be then procedural generation 
would be the only way to go.  Nobody would create that big of a universe by 
hand.







"From the article on Kotaku it seems they just have a base template for various 
classes of animals and plants and they tweak it to give them slightly different 
appearances.  That's very different from procedural generation."




Why is it different?  Diablo 2 levels where procedurally generated... they were 
never the same. (Maybe not never but the odds are that it happened).  Using 
sets of preconstructed base items/areas/stuff.



Its just varying degrees.  If they builds stuff modular or interchangable 
enough they could "hopefully" generate a shitload of different "Stuff".






The scope of the universe alone sounds amazing tho if they can keep it from 
beeing too samey after you have seen too much of their "constructions"



Would be cool if they pull this off





Date: Thu, 19 Jun 2014 19:57:36 +0200



Subject: Re: USF4 changes!

From: ilitirit@xxxxxxxxx

To: cpt-fgc@xxxxxxxxxxxxx






There's no way I can take any game that makes claims like that seriously.




They start out by saying all footage is captured in real time.  Believable.



Then they start talking about procedural generation.  Unbelievable.


So, how much of it then is just marketing blurb?  I really doubt they generated 
life algorithmically (they have fish and dinosaurs).  It's not impossible 
(Spore did it), but so now I scratch that off my list as well.  What does that 
leave you with then?  Procedurally
 generated terrain?  That's nothing new or interesting.




From the article on Kotaku it seems they just have a base template for various 
classes of animals and plants and they tweak it to give them slightly different 
appearances.  That's very different from procedural generation.




Those systems Ream mentioned are indeed real. Murray and Ream showed me their 
toolset to prove just how infinite the creatures and objects in their game are.

Ream pulls up a blue-ish menu with lines of code written across the screen and 
quickly clicks across it to pull up a very specific menu within their engine. 
Before I know it, he's selected an option for trees and I'm staring at one. 
There's a blueprint for
 a fairly standard-looking tree off on the right. He clicks a button that says 
"view variants." Dozens of new trees—of different shapes, sizes, and colors—pop 
up on the left.

"This is our toolset," Murray says as we scroll through the trees. "We built 
our own engine. It's super crappy, but it's kind of like Unity or something 
like that. We've written it all around procedural generation. And that's kind 
of what we spent the first
 year, when it was just four of us, what we spent our time doing. And then the 
last month before the VGXs we built the trailer using that."



http://kotaku.com/how-a-seemingly-impossible-game-is-possible-1592820595





Personally I think they're either just throwing the word around for marketing 
hype, or their engine is nowhere near in a state where they can start demoing 
true procedurally generated life.











On Thu, Jun 19, 2014 at 7:47 PM, Wynand-Ben <paashaasggx@xxxxxxxxxxx> wrote:



Sounds like you are taking a marketing comment a tad too serious...



I fairly sure its just a fancy way of saying the all of the environments are 
procedurally generated.















Date: Thu, 19 Jun 2014 19:44:25 +0200

Subject: Re: USF4 changes!

From: ilitirit@xxxxxxxxx

To: cpt-fgc@xxxxxxxxxxxxx








This trailer for this game pisses me off so much that I want to smash my PC 
monitor



https://www.youtube.com/watch?v=2-v6R_T1hEs




Every atom procedural?  WTF does that even mean you morons?



Did you codify the laws of Quantum Physics into your engine so that quarks had 
no choice BUT to assemble into stable atoms?




And if you got that far, why even bother telling us stuff like leaves, rocks 
and planets are procedurally generated?  Surely these things should have just 
emerged from your awesome Quantum Physics engine?




Or let's give them the benefit of the doubt and suppose they just have 
algorithms than can arbitrarily combine electrons, protons and neutrons to 
create new atoms (much easier than even understanding Quantum Mechanics).  
There are about 7*10^27 atoms in
 70kg human body.  Suppose their algorithm can procedurally create 100 atoms 
per microsecond (100 million per second).  That means in order to create a 
human it would take 2.22 * 10^9 millenia to procedurally generate 1 human.





-_-
















































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