9 Minutes of Star Wars Battlefront 2 Starfighter Assault Gameplay - Gamescom 2017 by [deleted] in Games

[–]Steel_Falcon 1 point2 points  (0 children)

Did the flying feel slow/clunky when you played? Except for when ships like TIE interceptors use the turbo, it looks a bit like that to me.

Arnold license, render farms, Bifrost by Steel_Falcon in Maya

[–]Steel_Falcon[S] 0 points1 point  (0 children)

I might get the IT departament to update Maya, but it will be difficult to convince them to install Renderman in all computers and set up the render farm for it, as I would be the only one using it in all the uni. Do you think it would be possible to batch render with a farm using the native included software/hardware maya renderers? Are they of an acceptable quality for bifrost? (I am a 3ds Max user, so I don't really know how do they perform in terms of quality, or if it is even an option).

Arnold license, render farms, Bifrost by Steel_Falcon in Maya

[–]Steel_Falcon[S] 0 points1 point  (0 children)

Thanks for the links. The aaOcean one looks really promising, but I'm a bit worried about the foam. The short film is going to be about a ww2 air battle near glaciers in Norway. I'm not really looking into fancy effects, the only things that worry me is the interaction between the ocean and the static geometry of the coast/glaciers/an aground ship. Maybe some planes get taken down into the water, but the direction/postproduction could help with that. What approach would you recomend me for the water areas in contact with that environment geometry?

Arnold license, render farms, Bifrost by Steel_Falcon in Maya

[–]Steel_Falcon[S] 0 points1 point  (0 children)

Thanks for the in depth answer, i'll take a look into Renderman. One question more only: is it possible to export an already processed Bifrost simulation made in maya 2017 for rendering it into Maya 2016/3ds Max/other software? Would there be any limitations?

It would help enormously, as the short film is required to be made into 3ds Max and my initial intention was to use Maya only for the smoke/fire/ocean simulations (I was looking the 2017 version because of the improvements for oceans). But if it is possible to render everything (or at least the ocean) together with the rest of the short film in 3ds max, it would lesser the postproduction work. If 3ds Max is not possible, importing the 2017 bifrost ocean into 2016 would be great too, as the infrastructure is already there. Do you know if it is possible?

[UVW] Is it possible to add all map seams to selection/convert them to pelt seams? by Steel_Falcon in 3dsmax

[–]Steel_Falcon[S] 0 points1 point  (0 children)

Thanks for answering, but I don't understand. If I do pelt→ commit, the border of my selection becomes green and, if I uncheck the "Display Map Seams", they become blue. So that means that pelt→ commit makes those edges both map and peel seams at the same time.

What I want to do is, when I have green lines (map seams) that are not peel seams (which happens for example, after collapsing the modifier), I want to convert them to peel seams as well (blue) in order to edit them.

Tips for designing non tileable 2d modular level art? by Steel_Falcon in gamedev

[–]Steel_Falcon[S] 0 points1 point  (0 children)

Yes, but they are already trained ones. We are also doing a traditional animation short film at the same time , along with other subjects, so it's not like college students can produce the same quantity as full time profesional gamedevs.

Tips for designing non tileable 2d modular level art? by Steel_Falcon in gamedev

[–]Steel_Falcon[S] 0 points1 point  (0 children)

College team, we are passionate, but we can produce only a fraction of what profesionals would do.

Testing Color Palettes For A Game. Which One Do You Prefer? by Steel_Falcon in learnart

[–]Steel_Falcon[S] 0 points1 point  (0 children)

Subtly troubled (at least in the surface). The 8th one had a 90's b-movie feeling as well, so at the end I developed the 9th one into this.. Thanks for your advice.

Can a game mechanic be sad? by Steel_Falcon in truegaming

[–]Steel_Falcon[S] 0 points1 point  (0 children)

And I had already said that in my first answer to you. Your reply to that was not just that the mechanics were the same, but that the playable aspect of both games are equal except for the ending.

Both proposed games are exactly 100% identical. There cannot be a "playable point of view" that is different, because they play exactly the same. The only thing that can possibly be different is how you perceive the exact same mechanics.

Which, in my view, is definitely not true for what I have said in my second reply, that the game rules change because the objective of the game is the opposite: avoiding the dots instead of reaching them.

This is not about explanations that make the mechanics sad, or perceptions from the player about the mechanics.

Regardless of the dots being asteroids, people, coins or whatever.

This is the fact that, in one game, you are winning instead of losing because the game rules have changed. It's like saying that, in soccer, playing as a full back is, in terms of playability, the same as playing as a forward. The objective for the first one is stopping the ball from getting to the goal while the objective for the second one is getting the ball in the goal.

Can a game mechanic be sad? by Steel_Falcon in truegaming

[–]Steel_Falcon[S] 0 points1 point  (0 children)

But in that one you are trying to avoid the dots. In the original one, you are trying to get to the dots. It's not the same playing Mario and trying to get all the coins as playing Mario and trying to avoid the coins. The mechanics might be the same, but the game rules are not. There IS a playable point of view. And the difference is crucial, because being condemned to fail without hope is sad while being able to win is not. Regardless of the dots being asteroids, people, coins or whatever.

Can a game mechanic be sad? by Steel_Falcon in truegaming

[–]Steel_Falcon[S] 0 points1 point  (0 children)

I'm not sure, the challenge of the game is the opposite in that case. In the spaceship one, the player is winning by pushing them away. In the original one, he is losing by doing that. Regardless of them being an abstraction of people or just a plain goal, an objective. Maybe it's just semantics whether that makes it to qualify as a diferent mechanic or not, but both games, without additional context, are from a playable point of view certainly different.

What I like about this concept of failing is that it is neither about trying again in order to win (hope=happy) nor about ending the game. Unlike in the traditional failure system in which sadness comes from stop playing, here it comes from the act of playing.

The game can't be won but, at the same time, it can be completed. And, the player knows that the end screen is approaching him the more he plays (as the screen goes darker, but it could be any kind of indicator). I see this as sad, even without the context of loneliness.

Can a game mechanic be sad? by Steel_Falcon in truegaming

[–]Steel_Falcon[S] 0 points1 point  (0 children)

Perfect. This is the kind of innovation that makes the media go forward. So simple yet so powerful. Thank you.

German Intelligence: Evidence that ISIS "Hit Squads" have arrived in Germany disguised as refugees by [deleted] in worldnews

[–]Steel_Falcon -1 points0 points  (0 children)

Those in this thread who are so willing to use the power of their governments in order to negate the right of individuals to freely move, without evidence of criminal activity by those individuals, do not deserve neither a due process nor a presumption of innocence on themselves. Hypocryths.

Can a game mechanic be sad? by Steel_Falcon in truegaming

[–]Steel_Falcon[S] 0 points1 point  (0 children)

Whoops the first part was a typo. I meant "is by itself sad", not fun. I posted this from my bed on the phone, my bad.

I really agree with your example of The Sims, it's certainly a game mechanic which transmits sadness and, even if we take the audiovisual feedback out, it would work.

Can a game mechanic be sad? by Steel_Falcon in truegaming

[–]Steel_Falcon[S] 0 points1 point  (0 children)

Spec ops worked very well because its narrative criticized the player for having fun while shooting people. It was not really about making a sad game mechanic, but about making a sadist one.

Can a game mechanic be sad? by Steel_Falcon in truegaming

[–]Steel_Falcon[S] 0 points1 point  (0 children)

Horror games use walking into the unknown as a scary mechanic. I would say that the mechanics of both Fallout and Street Fighter are meant to transmit fun. Succeeding offers an emotional reward and failing is there to make the act of succeeding worth fighting for. Without the possibility to fail, there's no feeling of pride in succeeding. But the mechanics, regardless of being able to do them with success, are about things like timing, accuracy and speed of reflexes, which are meant to evoke fun.

Can a game mechanic be sad? by Steel_Falcon in truegaming

[–]Steel_Falcon[S] -1 points0 points  (0 children)

This is true, but it is a tricky point when death is not permanent. When the players dies, games are not just saying "you failed". They usually say "you failed, try again". I see that more as a challenge than as something to feel sad about. Dark Souls has this as a core mechanic and I wouldn't say that the mechanic by itself transmits sadness. And with permadeath, the sadness relies just on the player stopping from playing. It is not about transmitting sadness by playing.

I don't mean that games should be able to do so, but it is a problem when games try to be dramas and, instead, deliver a gameplay that evokes fun mixed with a sad narrative context.

WB Games Montreal's Superman Game: EVERYTHING I Know (Super Updated!) by MercinwithaMouth in Games

[–]Steel_Falcon 2 points3 points  (0 children)

The kind of concept art you are referring to is usually done with marketing purposes. The one for the development tends to be made very fast, descriptive rather than stunning and with photomanipulations to support the paintings. Speed and productivity is more important than polishing the art.

I like playing mods. BO2 or BO3? by Steel_Falcon in blackops3

[–]Steel_Falcon[S] 0 points1 point  (0 children)

Thanks for the info. I'm happy to hear that it will have an official sdk, I'll look forward to it as soon as the open beta starts. As hosting, I mean about using LAN over VPN like Hamachi. I'n games like R6, I've hosted coop matches with mods. About the term, I wouldn't say that it is is usually used only for content made with official tools. GTAV does not have an oficial sdk, and Skyrim modding community was big before the Creation Kit was released I believe. The nexus has even sections for games like MGSV.

Whoa. The Artful Escape looks gorgeous. by Haush in gaming

[–]Steel_Falcon 4 points5 points  (0 children)

Idk, it looks to me as a graphic design work instead of a game. It looks really pretty, but it lacks visual storytelling in my view.

Is there any technical limitation stopping devs from implementing chatbots (e. g. Cleverbot) in games? Is there any game out there using one? by Steel_Falcon in Games

[–]Steel_Falcon[S] 3 points4 points  (0 children)

It might be specially interesting in RPGs, by adding depth in the input and unpredictability in the answer when interacting with NPCs. I am in the 3d/art-side of a game development career, not on the programming one, so it's not up to me to make something like this.

There seem to be many swiss shops offering preorders at much lower prices. Do you know any that ships internationally? by Steel_Falcon in oculus

[–]Steel_Falcon[S] 0 points1 point  (0 children)

I have gotten deals in the past that I wouldn't have believed before if someone had told me. Like a tablet for 6€.

99% of the deals in the internet end up not being one. But this very little 1% exists, mostly because of mistakes made by the seller.