witcher a ds clone? don't worry lb you're safe. On 20/06/2014, lindsey kiviets <lindseyak@xxxxxxxxxxx> wrote: > 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. > > > > > > -_- > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > The information in this e-mail is confidential and may be legally > privileged. It is intended solely for the addressee. Access to this e-mail > by anyone else is unauthorized. If you have received this communication in > error, please address with the subject heading "Received in error," send to > the original sender, then delete the e-mail and destroy any copies of it. If > you are not the intended recipient, any disclosure, copying, distribution or > any action taken or omitted to be taken in reliance on it, is prohibited and > may be unlawful. Any opinions or advice contained in this e-mail are subject > to the terms and conditions expressed in the governing KPMG client > engagement letter. 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