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mojo, do games w "The Next Subnautica" aims to deliver underwater survival spooks in early 2025

Didn’t they say they were don’t making Subnautica like games? I hope not though, I loved 1 and 2.

FrigidAphelion,

deleted_by_author

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  • mojo,

    I personally loved the building in the game. At least in 2 it was a lot better. Luckily they ported most of the improvements from 2 into the first game.

    FrigidAphelion,

    deleted_by_author

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  • Semi-Hemi-Demigod,
    @Semi-Hemi-Demigod@kbin.social avatar

    I'm in the middle of a Subnautica replay and it's very much "fuck man where is the thing" combined with "I swear that thing was right here last time I played."

    miss_brainfart,
    @miss_brainfart@lemmy.ml avatar

    I swear to god, half of my most recent playthrough was spent trying to find the last blueprint for the grappling arm

    NOPper, do games w 34 years later, space sim Krellan Commander is back with a 2.0 release that's sort of FTL meets Dwarf Fortress

    Beta tester for the last few years here. Game is great and a ton of things were added/fixed by the lone dev left. It’s definitely a time capsule UI/performance wise but it’s way deeper then you’d think from screenshots or a description.

    Recommended!

    Hypx, (edited ) do games w CD Projekt quest designer discusses the "challenge" of developing Cyberpunk 2 for Unreal Engine
    @Hypx@kbin.social avatar

    There's an old adage in programming that you should almost never rewrite everything: https://www.onstartups.com/tabid/3339/bid/2596/Why-You-Should-Almost-Never-Rewrite-Your-Software.aspx

    Going from their existing RED engine to Unreal is basically the same idea. Almost nothing from the original Cyberpunk game is going to be easily translated to the new platform. I think CDPR just set their development timeline back by at least 3 years.

    Dark_Arc,
    @Dark_Arc@social.packetloss.gg avatar

    To be fair, in this case there is increased value because eventually the engine work requirements will be significantly reduced.

    This isn’t rewrite everything, it’s basically remove a bunch of stuff and rewrite the rest.

    Hypx,
    @Hypx@kbin.social avatar

    Given how massive their game is, I'm doubtful. So much of what they did in the first game will have to be rebuilt. Compared to just reusing most of the original assets and code, this sounds like a lot more work.

    Dark_Arc,
    @Dark_Arc@social.packetloss.gg avatar

    Maybe, it might also be easier to reuse portions of the engine in Unreal Engine while using parts of Unreal (like its rendering engine) than you think though. Assets largely I’d expect to be portable or at least comvertable with a custom asset loader.

    I’m talking a little out of my ass though, and neither of us is familiar with the code. Point being though, it’s a little different moving engines than rewriting a complicated web server (a project I have been a part of and would not recommend).

    yesman,

    set their development timeline back by at least 3 years or more.

    This is based on the assumption that they’ll finish the game before releasing it.

    kromem, do games w CD Projekt quest designer discusses the "challenge" of developing Cyberpunk 2 for Unreal Engine

    Aka “we don’t know the engine well enough yet to be aware of bottlenecks during our concepting phase and that’s challenging.”

    They haven’t even seriously started on implementation with the engine yet for Cyberpunk. This is somewhat of a nothing article that’s trying to get clicks by making a very normal thing seem like a potential controversy.

    Goronmon,

    I don’t see where it’s trying to make it sound controversial. Switching game engines isn’t a “normal” thing developers usually do very often, especially after releasing such high-profile games with an in-house engine.

    And with how often you see gamers demand developers “just use a different engine” to solve some specific complaint I think it’s reasonable to remind people why that isn’t usually a good idea.

    c0mbatbag3l,
    @c0mbatbag3l@lemmy.world avatar

    It’s not completely uncommon for a company to transition to a new engine between games when one fails to provide a sufficient solution for where they want to take the sequels.

    Or just if daddy EA decides everyone needs to use Frostbite.

    ImaginaryFox, do games w CD Projekt quest designer discusses the "challenge" of developing Cyberpunk 2 for Unreal Engine

    In terms of performance if the game has the same visuals does Unreal do better in that department than red engine?

    UndercoverUlrikHD,

    Absolutely not. Their latest version of the RED engine is far better at utilising the resources available than UE5. UE5 is still to some degree limited by its render thread and doesn’t scale as well with more CPU cores the same way CP2077 does.

    Most UE5 also seems to launch with major performance issues, and many of the recently launched games will be borked for all eternity as shader compilation stutters aren’t something more powerful hardware will fix.

    It’s a real shame that the executives at CDPR doesn’t want to continue investing in the RED engine.

    KingThrillgore,
    @KingThrillgore@lemmy.ml avatar

    The real reason is obvious why they want to be on UE5: There’s a clear consulting and contractor pipeline, so they can continue to farm out work to Technicolor and Platige.

    thingsiplay, do gaming w Unity say layoffs “likely” as they recover from disastrous pricing plan rollout and look to AI for growth
    @thingsiplay@kbin.social avatar

    They just need to integrate NFTs into Unity, then it's perfect. A masterpiece.

    scrubbles, do games w CD Projekt quest designer discusses the "challenge" of developing Cyberpunk 2 for Unreal Engine
    !deleted6348 avatar

    I understand why they are, but now that CP2077 is more stable I’m going to miss red engine. It gives night city such a unique feel, and I worry unreal is going to make it feel like all the other unreal games. I’m not a game engineer so I’m assuming that will be much easier, but still, will miss it

    Knocturnal,

    Unreal games can feel unique it’s just that most use generic default stuff.

    Tattorack,
    @Tattorack@lemmy.world avatar

    The only reason why an Unreal game looks like an Unreal game is because the developers just use the default settings for environmental lighting and LUTs.

    If your intention is to make a game with a specific look you can absolutely create your own lighting and LUTs. You can make an Unreal game look like whatever you want.

    Nutteman,
    @Nutteman@lemmy.world avatar

    Case in point the first Dishonored. Unreal engine, and yet one of the most stylish games I’ve ever played.

    c0mbatbag3l,
    @c0mbatbag3l@lemmy.world avatar

    They had such a strong art direction, it was amazing.

    TheGreenGolem, do gaming w A fifteen year open source effort to remake Dungeon Keeper just hit 1.0

    God how I loved this game. I think 2 was also solid.

    LedgeDrop, do gaming w A fifteen year open source effort to remake Dungeon Keeper just hit 1.0

    Direct link to the remake (KeeperFX) .

    Thank you for the post, but I couldn’t get through the cookie management page to read the article.

    chloyster,

    Yeah. It’s unfortunate. I really like Eurogamer, rps, and gamezindustry.biz and all those places. My combo of addons and filters seem to stop the cookie stuff but I know it’s obnoxious if you don’t have that set. Thanks for the link!

    CrypticCoffee, do gaming w A fifteen year open source effort to remake Dungeon Keeper just hit 1.0

    Game loaded

    Frogster8, do games w Play and make platformer levels inspired by a cruel freeware classic | Rock Paper Shotgun

    Click bait title instead of just staying the name

    Games title is IWBTG (I wanna be the guy)

    GrammatonCleric, do games w Ask RPS: what is your favorite co-op gaming memory?
    @GrammatonCleric@lemmy.world avatar

    DayZ mod, one group on one side of the fence, one group on the other in Cherno

    Aielman15, (edited ) do games w Ask RPS: what is your favorite co-op gaming memory?
    @Aielman15@lemmy.world avatar

    When I was a kid, my brother and I would play a lot of single player games together by swapping controller every time a level was completed or a life was lost. Mainly Crash Bandicoot, which was a favourite of both (his favourite was Warped and mine was Cortex Strikes Back), although we also played Spyro, Ape Escape, Abe’s Odyssey, Metal Gear Solid and the Resident Evil series this way, too (with slight variations to take into account for the longer levels).

    We’d also play Crash Team Racing in competitive mode too. We didn’t have the 4-players thingy, so when friends came home, we’d swap controllers regularly. Fun was guaranteed for hours. I miss those times.

    bobbytables, do games w Ask RPS: what is your favorite co-op gaming memory?

    Around the beginning of the 00s I used to play coop NHL with a friend of mine. We used to play hours on hours over night together as one team trying for the Stanley Cup. I still remember it every time I hear “Heroes” because it was the intro song for one of the NHL games at that time.

    dan1101, do games w Ask RPS: what is your favorite co-op gaming memory?

    Arma 3 with mods, so much mission variety. Everything from straight-up milsim to zombies to capture-the-island playground.

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