DigitalPaperTrail

@DigitalPaperTrail@kbin.social

Profil ze zdalnego serwera może być niekompletny. Zobacz więcej na oryginalnej instancji.

DigitalPaperTrail,

I consistently pray for shareholders never getting their deathgrip on Valve

Starfield group fixing Bethesda's bugs say their job is tough as mods feel an afterthought (www.eurogamer.net)

“What’s more frustrating for those working on SCP, and the wider Starfield modding community, is how difficult it is to work with Starfield’s code without official modding tools and support. This isn’t helped by the delayed mod tools from Bethesda, which the company says are coming at some point next year.”

DigitalPaperTrail,

putting in an official way for users to create and load mods takes resources that the small indie company Bethesda just can't afford to use; the modders can do the work for that, too

DigitalPaperTrail,
DigitalPaperTrail,

I assure you, the devs at MS are kept awake at night, feverishly sweating over the potential this device has wrought

I dare say I shit my pants a little at how bananas it is

DigitalPaperTrail,

the entire game can be a monumental task, but you can zoom into a very specific part and decide to phone that part in

DigitalPaperTrail,

https://store.steampowered.com/news/app/835960/view/3743111843420370724

Keep in mind that, because the demo is a tailored experience, progress from it will not carry over to the full game once it launches on November 2.

in case anyone was interested in that info

DigitalPaperTrail,

"We got fresh new funding, a reformed team, and a renewed outlook towards the future"

https://c.tenor.com/JxBmWBWoLm0AAAAC/tenor.gif

DigitalPaperTrail,

so about the dev cycle of one game that took a little longer than usual

DigitalPaperTrail,

I agree the gameplay turned meh pretty fast for me; it devolved to just cycling through all the teammates' powers as they came up, while holding a direction to circle strafe most of everything with the occasional dodge.

and I'm not a fan of using a specific weapon for a specific enemy just because it was hardcoded to work (e.g. the western DmC: Devil May Cry before the rework). I much prefer weapons being suited for specific enemies because their functionality counters specific behaviors, such as their movement patterns

DigitalPaperTrail,

from what I've seen, it does look pretty formulaic, functionality-wise

DigitalPaperTrail, (edited )

you gotta take into account that the conceptual design phase has been completely eliminated from the process. And lots of the core logic would've been ported over wholesale. one example you can find is searching about the code in the katamari ports, where there's parts of the code left behind that don't do anything, and point to ps2 libraries that don't exist in Unity.

while there's nothing revealed here on how much is just copy/pasted over, I'm sure they'd be motivated to bring over as much as they can when they were initially estimating the work needed for the project, and then test the hell out of it. A majority of the graphics engine would probably have to be remade if they didn't aim to emulate it, and would be one of the major challenges in a mobile port of a higher-end console/pc game, but the assets/resources would be copied over and no work on that beyond ensuring it looks fine on the target resolution and framerate; maybe even with the use of automated AI upscaling/downscaling to reduce that workload even further. I find it safe to assume a straight port doesn't usually require the same or more amount of work as the original

DigitalPaperTrail,

that's kinda the crux of my spiel though, what they charge communicates what they believe the work is worth, and they're either saying the previous work is worth less now, or this lesser amount of work is worth more

I agree, they have the right to charge what they want, but what they communicate with the price feels like spitting in the face of their playerbase, which, again, they have the right to do

and yeah, MK1 on switch is rough, and feels like they just ported over as much of the graphics engine as they could, and completely turned off all the fancier effects. Then they downscaled all the assets on top of that to make it super oof

DOOM creator keen on "ethical" uses for AI, but worried about AAA-style "homogenisation" (www.rockpapershotgun.com) angielski

The conversation/free-for-all around the role of automated "AI"-based game development rolls on with a few thoughts from Tom Hall, co-founder of id Software and one of the creators of the original DOOM, who says he's (Commander) keen on the prospect of "ethical" uses for such tools in gamedev, but worries that reliance on them...

DigitalPaperTrail, (edited )

I'm not a fan of games that are designed by committee, and I fear AI-generated games would take that to the 11th degree.

Given that, I feel very specific aspects could still be vastly improved by AI, like games that implement procedural generation; I feel like his mention of procedural fears more of everything becoming procedural, instead of it supplementing the pre-existing applications of it. Those kinds of games hit a plateau at a certain point in the gameplay loop - the limitations of the tiles or combinations of assets starts to become very predictable and doesn't achieve the purpose it sets out to at that point.

Also to take into account, AI needs a dataset to train it, and to avoid the homogenization he fears would involve producing datasets for specific tasks, and differentiating them from one another; to me, devs producing these unique datasets to sell is inevitable, and there's definitely going to be a lot of "shovelware"-quality datasets being thrown around. The ethics of the data contained in a lot of those kinds of ones will definitely be questionable.

It's a really mixed bag.

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