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. > > -_- > > > > >