Re: USF4 changes!

  • From: Di Lhong <numotd@xxxxxxxxx>
  • To: cpt-fgc@xxxxxxxxxxxxx
  • Date: Fri, 20 Jun 2014 00:28:45 +0200

Highest i had was Johnnie Green. So smooth. Compare to the other stuff we
usually drink in thailand...those are like petrol. It's a treat to have
Johnnie Black hahaha

Wonder how smooth Blue will be :/


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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