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Seiniyta BerichtGeplaatst: 06 Feb 2009 23:33    Onderwerp: Reageren met citaat



Geregistreerd op: 28 Jan 2009
Berichten: 17

cecilffiv schreef:
Seiniyta schreef:
cecilffiv schreef:
MaartenL schreef:
JasperCLA schreef:
En waarom moet een patch 30 euro kosten? Voor de rest respect voor de onwikkelaars maar ik vind niet dat je voor je eigen gebreken geld moet gaan vragen.


Omdat er veel meer content is dan een patch ooit zal hebben (tenzij je WoW speelt en 11€ / maand betaalt). Het is niet alsof bedrijven miljoenen binnen trekken zonder maar een cent uit te geven. Vaak komen zelfs de grootste kaskrakers in de gamewereld maar net boven hun break-even point (verlies = winst). Maar iedereen gaat wel downloaden en zeiken over de gebreken. Wist je dat gamedevelopers hun 20-30 werknemers meer als 40-45 uur per week aan het werk moeten hebben om maar een matige game in de winkelrekken te krijgen?

Trouwens, als er een map pack is van Gears of War betalen mensen daar toch ook voor? Of een Expansion van FEAR? Costumes voor LittleBigPlanet? Voertuigen voor PGR3? Waarom kunnen die 6-tal levels of voertuigen/characters niet even in patch? Omdat het ook niet gratis is voor een ontwikkelaar om die mensen zelfs tot ver na de release van een game aan het werk moeten zetten...

Je hebt volkomen gelijk.Al bewijzen 2 bedrijven het tegendeel: Valve en Blizzard.2 bedrijven die weten dat patches en DLC gratis horen te zijn!


Patches horen gratis te zijn, DLC, afhankelijk wat het biedt. In het geval van Blizzard is dat normaal aangezien het om een abbonement-service gaat. (eigenlijk betaal je er voor).

In het geval van Valve weet ik niet. Klantenbinding wellicht.

Hoelang ondersteunt Blizzard de eerste Starcraft al?


Er is onlangs inderdaad een patch uitgekomen voor starcraft waardoor je zonder CD kan spelen. Echter, dit was meer vanwege het tien jarig bestaan van de game. Een mooi gebaar, maar meer ook niet.
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Seiniyta BerichtGeplaatst: 22 Mei 2009 23:39    Onderwerp: Reageren met citaat



Geregistreerd op: 28 Jan 2009
Berichten: 17

Een paar mensen werden uitgenodigd op het Maxis kantoor om Galatic adventures te testen, bij hun terugkeer zat de community uiteraard met een paar vragen. Gelukkig geen NDA en mochten ze al de vragen beantwoorden.

Citaat:


sirlunis: by the way how does the planet moulding system work?

masscolder: Well as you can see in the screen you have a bunch of pre-mades. 3 pages of them. Then you get into customizable stuff. That color palette is really cool, basically it's related to the height of the terrain and you can choose what color that particular height terrain has. You can add or remove the height points to very accurately regulate color. I'll give you an example of how this comes in handy. The very first take on the mission I worked on I had it set up in a volcanic planet but then I had a plateau that I had looking like an oasis by using green colors to simulate grass. Add to that plants to suit and effects and sounds to match and you can create two very different environments within the same planet by simply tinkering with the colors and terrain height. Speaking of plants you could randomize them from here, you have a slide to choose the density and you can load up the ones you want but I found that for the most part Id rather load up plants as props because that lets you do some very precise placement, while the slider in the terra editor is quite unpredictable. If you choose to use it tho, you can make plants flower and also you can use a tool call plant remover or something like that that will ensure no plant is present in its radius. You can adjust humidity which will effect sky color and visibility, and you can also adjust temperature and water level. And oh yea, there is a hazard check which will do things like geysers etc. The terra tools don't work like they do when you terraform. Instead they are items you drag and drop, and then adjust the scale and size of. There are A LOT of options here. Most tools have 2-3 pages to them.
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Nuthen: I have a question. Is the size of the planet customizable, or are they all the same size?

masscolder: Same size
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StarUniter:I too have a question is placing a building on a planet like placing a flat object on a round surface or is the planet so big that is does not matter

masscolder: It DOES matter. The planet is round, so you have a couple of tools in the terra editor to flatten up areas where you place buildings, otherwise they look really goofy.
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galxyofpower:
Is it very easy to create a planet that looks like it could flourish the entire Amazon Rain Forest?
I'm wanting to see how much you can really detail with the planet editor.

masscolder: Hmm, you would pump up temp and humidity which would give it a tropical haze, regulate the water lever to get the continents you want and then use the river tools to make your rivers. You could use the plant density to put a ton of plants but I would strongly recommend using the mission editor instead and loading them up as props as its very easy to create really dense sections and manipulate stuff to make it look more organic. And they have some really cool rock props and waterfall effects and whatnot in the mission editor. Then you can also add the ambient sounds and it would really feel the part.
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Nuthen: Question #2. If I arranged hills and mountains in a certain way, is it possible to make a cube-shaped planet?

masscolder: Er..... I wouldn't think so, because you cannot enlarge the terrain pieces that much to really change the shape of the thing.
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Daunstopable1: Speaking of plants. I know you can substitute buildings for spaceships and visa-versa. Can you make a flower creature and program it sit there and be a plant?

masscolder: There is a way to make it not animate I think... Didnt try that out

Ceece: Actually I don't think there is a why to make a creature not animate, I was playing around with that kind of stuff while working on my adventure.

shattari: You are correct. Photo was trying to get a creature to sit motionless like a statue and even had some devs helping with questions and stuff and there was no way to get it to not "twitch" and "fidget", although it would stand in one spot. What you could do is make a building that looks just like the critter, shrink it down to its size and when you want the creature to come to life the building goes away and the creature comes in ...
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Nuthen: Oh wow that gives me an idea! Would it be possible to make those statues, going down a hall, and as your character passes them they come alive and attack you?

masscolder: You should be able to do it with an act, they are visible as buildings in one act and then as creatures in another. But it will be something like Goal > Move To > Place and then next Act

shattari: What you could do is make a building that looks just like the critter, shrink it down to its size and when you want the creature to come to life the building goes away and the creature comes in ...
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Virakotxa: Any chance of some disclousure on vehicles and moving parts... like wheels or factory stuff? Do UFOs have any use on GA either as props or vehicles?

masscolder: shattari asked them about the moving parts in vehicles. Like if its going to be possible to make say a mech walk. Im not sure what answer he got on that. But they could always add it to the to-do list. They were taking a lot of notes and feedback.

As for spaceships. YES! I heard people found manipulating them difficult as props, but if you load them up as vehicles hells yea you can make them shoot at you or each other or buildings, patrol, etc. I have a scene in my mission where these spaceships blast each other with lasers. Its really pretty visually especially when they break up and explode. And when a spaceship wants to chase you with a laser, IT HURTS.

shattari: Yes I actually talked to a couple of guys about making attached objects to the vehicle legs move WITH the legs and they were very into it and even said they have wanted to do it, so it is something that may some day happen, but I dont think its a priority so I would not hold out for it.
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Words5: Is the complexity too restricting?

masscolder: Complexity isnt an issue at all. I don't think anyone managed to max it. The terrain editor and mission editors have separate meters that arent connected, and you can do A LOT with both editors. In fact, to do some very precise things with the terrain (like manually adjust trees and rocks) you need to use the mission editor, load stuff up as props, and then pinpoint their position. And that didn't feel taxing at all. The mission I worked on had 3 acts, one of which included a battle between two armies, each with spaceships, vehicles, units, AND a bunch of sound and visual effects (love how spaceships shoot lasers btw, and that laser rain effect is insane). All in all I ended up mid complexity. And from this point on, there is really just cosmetic stuff to do, like work on triggers, add some props, make some edits to creatures to better fit their roles etc. Really not an issue, I know Foto barely hit mid complexity with his too.
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Daunstopable1: So does anyone know if part of the AI is being able to set fields of vision for say guards that are patrolling?

and can you set a missions time of day? if i want part of a mission to happen all at night can I set it to stay that way or will time progress as normal?

CopperWolf: Well, I've heard from some of the interviews and videos that you can set patrols and add a radius of where they notice you at.

Also, in a lot of the videos I've seen, there's a "Mood meter" which allows you to change the time and lighting, and you can set it to either change or stay the same.

shattari: yeah thats pretty much it. You can set the day to move along or stick it to one time of day.
The patrolling question... Well you can set patrol paths and they will follow them. You can set a radius of area around the unit where they will agro to enemies. It is a 360 radius and it sees through buildings.
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MrAlex92:
Question: do objects and vehicles fall through other oblects and vehicles?

Virakotxa: Of course not! They have collision! And from the videos... Those rocks falling on the race adventure, there is even a "dynamics system"!!
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Ursidae: Anyway, Is it possible to simulate different habitats on one planet? And how well can you simulate actual habitats?

masscolder: Yes, I talked about that earlier. You use the terrain height and then change the terrain colors for that particular height. From that point on you work with plants as props, lights, and sounds to create the feeling of the habitat you are shooting for. It's not perfect but it gets the job done.
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Prometheus09: OH!! I have a question for any of you... how are the lighting effects? Are there types of lights (directional, spotlight, ambient, global, etc) and if not, can lights/lighting be contained in a certain radius or have it's color changed? I am really really into lighting and the way it effects a scene, so I am incredibly curious to know. I am now confident that the sound fx will be very crucial in making effective missions, but lighting also helps set a mood!

masscolder: Both the sound and light effects are like props. You place them on the terrain. The light effects you can angle in 3d, which is actually extremely useful. I used this laser fire which is intended to give the sky battles feel to convert it into laser rain hitting the ground.

MaxisKate who designed the lights (and did such a fantastic job at it, I can't thank her enough) showed me a demo mission she had made to showcase the different effects. It's too bad she didn't get a chance to show it to everyone else but they were too enwrapped in mission making. As I played through it, I saw all kinds of fantastic things done with the lights.

It started off in this high tech environment and she had used a couple of the molecular effects (there is one that looks like a molecule, another one that swirls up and builds a DNA spiral), a couple of portals, some shimmering transparent walls, and she had done this really cool thing to where she had used a building as a prop and then run electric currents through connectors, which made the building look like it was powered up. I then teleported to a dancefloor which was glowing and there was a disco ball and all kinds of other stuff like that, and she had loaded up an upbeat sound effect that really made the scene work. Then you followed a Billy Jean kind of a walkway with kites, balloons, and confetti everywhere. There was another scene in an ice environment where she had snow flurries (which make snow flurry sounds!) and another one through this green grass land that had rainbows, bees, and butterflies. The last scene was absolutely stunning, you get teleported on this tiny planet (again building prop), so you're sitting on it, and then everything around is black (building walls) and all these cosmic galaxy effects were laid out around. There was a milky way which MKate said she wanted to give that Men In Black feel of a small universe and then a black hole an aurora and a bunch of other stuff.

She had used all of the effects for the mission, I'm missing a ton. I hope we can have that mission released when GA ships out. They need to fix some glitches but it really showcases all the cool things you can do with the lights.

There ARE some color variations but no, you can't change their color, at least I don't think so. They just give you a couple of color options in the fx menu.
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benjee9:
I have 2 questions:

1. Could I set a building or a vehicle to explode after a given amount of time? I want to create a mission where you have to destroy a spaceships' main engine and ge out before it blows up.

2. Can you set the speed of vehicles or creatures?

masscolder: 1. You can use a bomb (which is a game object), it has a timer, and then disguise the bomb as the engine (which is a prop)

2. Yes
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mixtyplix: I have 2 questions:

1. I have noticed that in the videos when it shows the adventure creator, there are a couple of tabs which it isn't clear about what they're for. These are represented by the icons of: a circle-thing with smaller circles along the rim, some flowers, & a box with a check mark in it. What are these for?

2. What are the controls of the creator like?

masscolder: 1. The adventure creator tabs are: Creatures, Vehicles, Buildings, Fixed Objects, Game Objects, Sounds, Effects, and Objects in use (which is cool, cause you can load up a TON of stuff and then pick and choose what to use, and then when you go to the Objects in use tab you see it all and double rightclicking any will take you to where its at on the map)

2. They are... interesting. Like we've been saying there are a lot of things you can do, and there are a lot of things you can't do and you're going to have to think creatively how to give the illusion of whatever it is you want to do without actually doing it. A lot is drag and drop. When you drag a goal to an object it opens up a dial that gives you your options. Each object icon in the workspace to the left has Delete, Randomize, and Open Sporepedia mini button, and some have a Behavior button (which opens up the intermediate behavior panel and then u can access Advanced behavior from there). The terrain controls are bars (adjusting water, temp, or vegetation level for example), checkmarks (hazards and flowers for example), and objects you again drag and drop. The height/color adjusting panel is really cool, cause you can use it to create different environments within the same panel by creating breakpoints in the height that contain a certain terrain color. Those are really intuitive and easy to work with, you can just click where you want them and to choose a color or drag them out to clear them.
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Virakotxa: From what's been explained, and if lighting and sky color as it seems could be adjusted to be modified along acts, given you can create totally different ambients (desert or a jungle) inside the same planet, I assume it will be possible for skilled mission-crafters to set an adventure to seemingly take place in "different planets", through teleporters and acts... And that sirs, rock!

masscolder: You cant adjust terrain between acts, its a separate thing. It's really different editors that they've put in one so you can easily jump between, which is VERY handy (say I need to level terrain somewhere to place a building, or improve the pathing in a certain area with terrain ramps etc.). But yes, you can create illusions of different environments. Light and sound FX along with props use will be very vital to making it believable tho. And of course you gotta make sure people don't just fly or swim over. Lava does an amazing job of taking care of the latter
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LSunday: 1. How high in the air can you go? is there a particular limit?

2. How specific are timers? I want to make a mission where a bomb is placed to assassinate a political leader, and you have to carry it away from him. can i make it with a combinations of protect:leader for 10 minutes, and bomb:detonate 10 minutes? (no idea what the actual motive sets look like)

masscolder: 1. Uhm... thats very technical, pretty high is the closest I can offer.

2. You can adjust the time it takes for something to explode very precisely.
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irlydontknow: question: how many "teams" can you have in an adventure? in previews I saw "team A" and "team B" and was wondering if we could get more to make a three-way battle of some sort

masscolder: You get one allied team for sure, and then you have enemy team A, and enemy team B. So you can for sure make a 3 way battle.
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irlydontknow: alright, second question: can you make the terrain stamps stamp each other.

masscolder: Yes they can
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irlydontknow: 1. how big can the terrain stamps be? could I make a circular plateau that could house a medium-sized city?

2. how many different assets can you get? like how many different creatures, buildings, objects? not on the planet, the kind of assets...

3. did in-game textures improve with GA?

4. are those alienware laptops you guys were gaming on?

5. What are the new parts for the outfitter? and what are their effects?

6. how high can you go with the jetjump/jetpack and how far can you go with the hover pack?

7. Are these questions bothering you?

masscolder: 1. Sure. You can also expand a plateu by using the level part.

2.Im not sure. I see people post different things. From what Kip said you can get 100 of each thing regardless of its complexity. This does not mean you'll actually be able to crank up gazillion of things. The complexity is very generous but not infinite. And thing is I really really doubt anyone would need that many things. I was able to create a very convincing battle scene with no more than two dozen creatures, vehicles, buildings.

3. For buildings, most def yes, also the preview textures have been improved. Vehicles however not. Not sure why, shattari talked with them about that.

4. ASUS actually. They had all the blue lights tho, gleaming. It's our life line, man.

5. I dont recall all, I sent an extensive answer to SMLightning. I'll post it here if I can dig it out in my PMs.

6. gain, a technical question, pretty high is the best I can offer.

7. Yes, that's why I answer them, KILL the questions! J/k Not at all.
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masscolder: What are some of the new 32 accessories coming in GA?
The artwork Ceece posted is the actual pieces, each of them has some sort of a bonus. It gives extra energy or shield or some special ability. Also now there are two new ways to adjust these parts. One is a square adjuster which actually makes some parts sink in the body. That's especially hefty with the helms which now look very natural. The other is a beahive looking one that actually increases the level of the part. A good example is the weapons. They look very different when you increase their level. For example that energy blade in the 4ths screen on the left sheet when fully expanded has spikes coming out of the sides at two points on the blade. A lot of these parts animate and/or have some sort of an aura they give to the character. The few captains I made all had electricity running through them or lights coming out of them etc.


The ones in the first screen to the left are shield related. I don't recall what the ones to the right are.


2nd screen to the left those give a bunch of social abilities, there was one that gives some song or dance skill. I know the braces in the bottom right give a Freeze ability.


3rd screen those things to the left are energy items, to the right I believe health related.


The 4th screen items are a blaster, an energy blade, claws, and a rocket launcher (I don't recall their actual goofy Maxis names). To the right those are jetpacks and a helmet which looks awesome when you sink it in, very high tech. I actually used the jetpack in the top right as eyes, looked super cool, my character was doing the Cyclops thing, add to that fully expanded level 4 (I think it was 4) claws and I had an X-Men thing going on. I believe Maxis mentioned that these are derived from the archetypes.

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DragonFish: how long (about) does it take to make a GOOD mission? An hour? 2 hours?

masscolder: At least a few days
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(Grimbot is bolded, mass answered the questions)
Regarding the factions, you say we can have one allied team and 2 enemy teams... but can we alter faction standing without changing acts?
Gosh, you guys sure are specific with the questions. >.< No, you can't. Acts are your tool to make changes of that manner to a unit or a prop. I haven't tried this so I don't know if you can do it. But in theory you should be able to make a team switch between two acts. However that question would be better directed at Maxis.

In other words, can I make certain creatures mad by shooting at them, or generally increase relations with certain creatures socially, even if these aren't specific mission goals?
Well you do have social tools in the captain editor. There was some sort of a social song item for sure. So you theoretically should be able to use that somehow.

Could I have "cops" and "robbers" and have the cops turn on me if I start shooting them instead of the robbers?
You'll have to tinker with the advanced AI and see if you can condition that. You may be able to do something like "Attack when attacked"

What was your biggest "holy crud my adventure is going to be awesome" moment?
The stuff I was doing was really funny, so I think thats the highlight. You don't get completely annihilated by crazed cute little llamas every day.
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Virakotxa: Rocks I understand there are... Now i'm wondering about water objects, like waterfalls or spurt and trickles, because the ones made on the building editor... well, look awfull.

By dynamics I ment objects set to behave "dynamically"... Lets explaint... Stuff that falls with "gravity", bounces and collides. I sort of got the impression from the rocks on the race demo video... (which I can't locate right now )

masscolder: Oh okay, yea, those are under effects. There is a waterfall one, and there is a water spurt one I think. As for trickles you can use rocks and tile a waterfall horizontally or at water angle and resize it so that it looks like its running water hitting rocks. Which reminds me they really changed the water texture in game. It looks beautiful. Much more believable.
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DernGalaxyfist:
Quick question.
Are vehicles speeds determined by Speed% from the Civ stage and whatnot?

Such as a 80% speed vehcile going faster then a 25%?

masscolder: Its a scale. 1, 2, 3 etc.

Their damage is a multiple of 100% and again a slider.

Their health is a slider too but shows actual hit points
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Haffgrim: Masscolder what was your adventure like or do we have to wait till it's released to find out?


masscolder: Its a comic adventure that has a very similar spirit to Shrek. It draws on Alice in Wonderland and features my Tigra (Knives Out) as the capatain.
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MrAlex92: Is it possible to have a jump to act x consequence?

it seems like an odd question but, I think if it is possible then I can create a choice system

masscolder: No. Acts are linear. Everyone should really start thinking about acts and goals differently. They are not chapters per se. They are just triggers that allow you to change how things look and behave in a mission.
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Parkaboy: About the acts, here's an example from my adventure:

Act 1 -> goal: talk to character to get the next goal
Act 2 -> goal: talk to another character to get a mission
Act 3 -> goal: kill all of a certain creature
Act 4 -> goal: talk to the first guy
Act 5 -> change teleport into "visible" (still invisible on appearance, but working on this act)
change teleport effect (a lightining field) into "visible" just for this act
goal: go to teleport
Act 6 -> change "one-shot" effect of teleport arrival (white poof) "visible" just for this act
goal: talk to the enemy leader (the character will get mad at you and tell his army to attack you)
Act 7 -> change awareness of enemies so they can see you and they'll start to attack you
change ally army to "visible" and they'll show up to help with the battle
goal: destroy a certain building
Act 8 -> change mushroom cloud "one-shot" effect into "visible" (for the building explosion)
goal: talk to the enemy leader so he can surrender
mission accomplished!

You can actually have up to 3 goals per act, but I used several acts instead of less acts with more goals, because I could change the behaviors of creatures and objects between acts.
[/quote]
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