Re: USF4 changes!

  • From: Di Lhong <numotd@xxxxxxxxx>
  • To: cpt-fgc@xxxxxxxxxxxxx
  • Date: Fri, 20 Jun 2014 09:40:40 +0200

We're talking about scotch here right? hahaha


On Fri, Jun 20, 2014 at 7:11 AM, Donaldson, Alasdair <
alasdair.donaldson@xxxxxxxxxx> wrote:

>  Liar. I know you like 12yr olds too.
>  *From*: Stephen Scheidel [mailto:gieroadsteve@xxxxxxxxx]
> *Sent*: Friday, June 20, 2014 07:09 AM South Africa Standard Time
>
> *To*: cpt-fgc@xxxxxxxxxxxxx <cpt-fgc@xxxxxxxxxxxxx>
> *Subject*: Re: USF4 changes!
>
>
> I prefer 16 beers.
>
> On 19/06/2014, Donaldson, Alasdair <alasdair.donaldson@xxxxxxxxxx> wrote:
> > I prefer Jameson's 12yr old.
> > Will watch that when I get back to the hotel.
> >
> > From: Ilitirit Sama [mailto:ilitirit@xxxxxxxxx <ilitirit@xxxxxxxxx>]
> > Sent: Thursday, June 19, 2014 11:46 PM South Africa Standard Time
> > To: cpt-fgc@xxxxxxxxxxxxx <cpt-fgc@xxxxxxxxxxxxx>
> > Subject: Re: USF4 changes!
> >
> > 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<mailto:alasdair.donaldson@xxxxxxxxxx
> <alasdair.donaldson@xxxxxxxxxx>>>
> > wrote:
> > Just going the simple route - Johnny blue.
> > From: Ilitirit Sama [mailto:ilitirit@xxxxxxxxx <ilitirit@xxxxxxxxx><
> mailto:ilitirit@xxxxxxxxx <ilitirit@xxxxxxxxx>>]
> > Sent: Thursday, June 19, 2014 11:19 PM South Africa Standard Time
> >
> > To: cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx
> <cpt-fgc@xxxxxxxxxxxxx>>
> > <cpt-fgc@xxxxxxxxxxxxx<mailto: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<mailto:alasdair.donaldson@xxxxxxxxxx
> <alasdair.donaldson@xxxxxxxxxx>>>
> > wrote:
> > Wtf? Some overkill there. Just stick to my tequila.
> > From: Ilitirit Sama [mailto:ilitirit@xxxxxxxxx <ilitirit@xxxxxxxxx><
> mailto:ilitirit@xxxxxxxxx <ilitirit@xxxxxxxxx>>]
> > Sent: Thursday, June 19, 2014 11:04 PM South Africa Standard Time
> >
> > To: cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx
> <cpt-fgc@xxxxxxxxxxxxx>>
> > <cpt-fgc@xxxxxxxxxxxxx<mailto: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<mailto:alasdair.donaldson@xxxxxxxxxx
> <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 <ilitirit@xxxxxxxxx><
> mailto:ilitirit@xxxxxxxxx <ilitirit@xxxxxxxxx>>]
> > Sent: Thursday, June 19, 2014 10:07 PM South Africa Standard Time
> > To: cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx
> <cpt-fgc@xxxxxxxxxxxxx>>
> > <cpt-fgc@xxxxxxxxxxxxx<mailto: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<mailto:paashaasggx@xxxxxxxxxxx
> <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<mailto:ilitirit@xxxxxxxxx <ilitirit@xxxxxxxxx>>
> > To: cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx
> <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<mailto:paashaasggx@xxxxxxxxxxx
> <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<mailto:ilitirit@xxxxxxxxx <ilitirit@xxxxxxxxx>>
> > To: cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx
> <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<mailto:paashaasggx@xxxxxxxxxxx
> <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<mailto:ilitirit@xxxxxxxxx <ilitirit@xxxxxxxxx>>
> > To: cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx
> <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<mailto:paashaasggx@xxxxxxxxxxx
> <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<mailto:ilitirit@xxxxxxxxx <ilitirit@xxxxxxxxx>>
> > To: cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx
> <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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