RE: USF4 changes!

  • From: lindsey kiviets <lindseyak@xxxxxxxxxxx>
  • To: "cpt-fgc@xxxxxxxxxxxxx" <cpt-fgc@xxxxxxxxxxxxx>
  • Date: Fri, 20 Jun 2014 07:29:22 +0000

I think its ending the 30th.
 
Dark souls is a clone? damn , tat would mean this one is diffuclt.
 
> Date: Fri, 20 Jun 2014 08:45:49 +0200
> Subject: Re: USF4 changes!
> From: gieroadsteve@xxxxxxxxx
> To: cpt-fgc@xxxxxxxxxxxxx
> 
> 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.
> >
> >
> >
> >
> >
> > -_-
> >
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> >
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