Re: USF4 changes!

  • From: Di Lhong <numotd@xxxxxxxxx>
  • To: cpt-fgc@xxxxxxxxxxxxx
  • Date: Fri, 20 Jun 2014 00:21:18 +0200

How about a johnnie walker that walks right to left? hahaha



On Thu, Jun 19, 2014 at 11:46 PM, Ilitirit Sama <ilitirit@xxxxxxxxx> wrote:

> I prefer Johnathon Black.
>
> This is a great ad:
> https://www.youtube.com/watch?v=MnSIp76CvUI
>
> One shot, 40 takes.
>
>
>
>
> On Thu, Jun 19, 2014 at 11:41 PM, Donaldson, Alasdair <
> alasdair.donaldson@xxxxxxxxxx> wrote:
>
>>  Just going the simple route - Johnny blue.
>>  *From*: Ilitirit Sama [mailto:ilitirit@xxxxxxxxx]
>> *Sent*: Thursday, June 19, 2014 11:19 PM South Africa Standard Time
>>
>> *To*: cpt-fgc@xxxxxxxxxxxxx <cpt-fgc@xxxxxxxxxxxxx>
>> *Subject*: Re: USF4 changes!
>>
>>   Shot of Don Julio Reposado, slice of pineapple, dab of Wasabi
>>
>>  Don Hara Kiri
>>
>>
>> On Thu, Jun 19, 2014 at 11:09 PM, Donaldson, Alasdair <
>> alasdair.donaldson@xxxxxxxxxx> wrote:
>>
>>>  Wtf? Some overkill there. Just stick to my tequila.
>>>  *From*: Ilitirit Sama [mailto:ilitirit@xxxxxxxxx]
>>>  *Sent*: Thursday, June 19, 2014 11:04 PM South Africa Standard Time
>>>
>>> *To*: cpt-fgc@xxxxxxxxxxxxx <cpt-fgc@xxxxxxxxxxxxx>
>>> *Subject*: Re: USF4 changes!
>>>
>>>    That's called a Hand Grenade.
>>>
>>>  One shot of tequila resting against a shot of Jaegermeister in a glass
>>> above some red bull.  The tequila is the "pin".  When you pull it the
>>> Jaegermeister drops into the red bull and causes the "explosion".
>>>
>>>  One level up is called a Missile.  It's the same thing, but with a shot
>>> of Absinthe as well.  You pull the Absinthe and Tequila and drink them
>>> quickly after each other.  By the time you get to drinking the Jaegerbomb
>>> you feel like you've been hit by a missile.
>>>
>>>
>>> On Thu, Jun 19, 2014 at 10:39 PM, Donaldson, Alasdair <
>>> alasdair.donaldson@xxxxxxxxxx> wrote:
>>>
>>>>  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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>> entity that serves as a coordinating entity for a network of independent
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