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Messages - Vincent
1
« on: May 29, 2016, 01:37:13 PM »
I think the saddest part about what happening here is this forum turned into rotten pile while I've been gone in the last 10 years.
A lot of people here really do not understand how game development work. They had 6 months (more or less) to work on it... what did you expect? AAA quality game? Those take 4-6 years with plenty budget to go around, not often announced till 3-6 months before release date.
To be fair... starting from the ground up with Unity 5 in a complete new code in 6 months isn't actually too bad for what they got at the moment. Yes, it still does need more work to be done. Should have they released it as Early Access? I don't know... I don't even know anything about their business perspective or what's going on with their finance budget. They could be gambling on short budget with same typical pressure from their brand-new publisher company.
But this forum... I'm done. I don't want to be around anymore. Things aren't the same anymore. It's no longer a good place for modders.
2
« on: May 26, 2016, 11:12:54 PM »
I think it's because the dev are using convex collision hull generator for the bot's physic. They'll need to develop concave collision hull generator or use direct body-to-hull mesh from the botlab.
Give them time.
3
« on: May 25, 2016, 08:00:26 AM »
I'm just glad they finally got my concern post put into consideration. Early Access is actually wise thing to start off for them, I can clearly see that they weren't ready for the release date many months ago.
A step in the right direction. :)
4
« on: May 18, 2016, 05:38:28 AM »
>Right now we’ve yet to be able to control Internet latency as much as we’d like to. We’ve worked to make the online multiplayer experience as robust as possible, however poor latency, as with all games, result in a less than optimal player experience. There isn’t a spectator mode supported as of yet thought that could be considered as one of the prioritized post release features. As for recording, that should be doable at release thanks to third-party tools. >Yfw Multiplayer is gonna blow just as hard as RA2. ( ͡° ͜ʖ ͡°)( ͡° ͜ʖ ͡°)( ͡° ͜ʖ ͡°)( ͡° ͜ʖ ͡°)( ͡° ͜ʖ ͡°)( ͡° ͜ʖ ͡°)( ͡° ͜ʖ ͡°)( ͡° ͜ʖ ͡°)( ͡° ͜ʖ ͡°)( ͡° ͜ʖ ͡°)( ͡° ͜ʖ ͡°)( ͡° ͜ʖ ͡°)
Pretty sure you read that wrong. What he is saying that they haven't worked out the Vector/MathF LERP+Angle function to the fullest in Unity or that they haven't looked into 3rd party Network system such as Photon Networking package from Unity's Asset Store. :) It's bad to assume Unity version going to work like RA2 just because the PR guy tried to avoid speak programming stuff to bunch of players like yourself. :)
5
« on: May 04, 2016, 07:24:42 PM »
It seem to me that they want to play safe by focusing on game mechanic to get the fun hook on all of us. Once they start seeing income from early sales and see the projected growth, they might have better idea how much budget they can push onto graphic side and improve it as they go.
I saw animated texture of the crowds applied on a flat slope surface in one of those in-door arena. Then actual people models in other map in the background. It's a sign of limited content resources they had at the time of development in between those few maps.
This is literally a prototype game.
6
« on: May 04, 2016, 09:21:18 AM »
Oh yeah Python's bad and we must all now use mainstream stuff, just like with Steam. Let me guess coding games from scratch no longer is a thing either. Right it's just the indie games that are doing bad stuff, not like mainstream game developers start releasing alpha games as finished product. You want actual complaints: https://gametechmods.com/forums/index.php?topic=17690.msg700451#msg700451
Python is a high-level programming started in 1991, 25 years ago, designed to have better readability codes. But it's not designed for intensive optimization, high performance gaming with library, shaders library, api, driver supports, etc etc... In the last 25 years, game development worked toward more sounded standardized structure that promotes production, division job targets, and flexibility in the workforce between jobs or even companies. Python is simply not ideal choice of that profession. Unity has Python interceptor, but I can't see how being stubborn, not using proper language for the job really going to justify this game's development growth. In case you forget, the developers at need to make money with their brand new company and publisher, good chances they will not be able to employ the time to educate their staff to use Python. Maybe outsource to one person to work on interceptor/compiling convertor. Your tone has slightly implied that they shouldn't use Steam? I'm not so sure that this company would actually take marketing advice from a random stranger on a 3rd party forum, whom may or may not have any experience in selling games. I'd give them kudos for using Steam because it would provide better chance to promote their sales on a VERY popular platform. The kind of sales and publicly that RA1 and RA2 never had. However, this really does not limit them from selling it anywhere else. They can, too, sell it on GOG, GMG, Kinguin, Humble Bundle, Impulse, Indie Royale, Desura, or even Kickstarter. Heck, setup their own digital distribution on their website at the same time. They simply chosen Steam because of workshop, beta versions control, discussion forum, data-reporting system, and maybe many more that I can't conclude at this moment. Signing up with Steam does not means the end of open modding or anything else for that matter. DRM or not, modding are still possible. If they wishes to use DRM, that's their choice. It's pretty damn unfortunate that very few indies and small studios has abused Greenlight, Kickstarter, Indiegogo as quick cash grab and never finish the promised games. However, It's also pretty damn unfortunate that there are much bigger assholes out there, buying up small honest studios, forcing labor work out of them and disbanding them in such a short time whenever teams reached their breaking points with high-stress work-hours. We already have seen publishers destroying beloved studios and teams, limiting them creativity, innovations, and passions. Which resulted deep and silent hatred toward practicability line of working with any publishers and find themselves " panhandling" in a crowd with their well-done or decent presentation of their game design; on crowdfunding websites. Even if it means having your own publishing company to work with or run by someone personally knew and trusted better. Welcome to the real world. Not everything is black and white, nuts and bolts, or Steam and GOG. EDIT: Naryar posted while I was writing this post, didn't see it get posted. I'm pretty much done with it as I've said all the things needed. New RA3 trailer dropped
Yup, I see some improvement with the game mechanic itself but the graphic is still understandably poor and well within its budget.
7
« on: May 04, 2016, 07:30:34 AM »
One thing that does worry me through is the unity file format, I can imagine that being an issue if you have to un and repack everything instead of simply opening up a .py file in notepad and doing some adjustments to test.
Why is that a problem and not with any other game formats? You're kinda making an absurd excuse for something that really sound like it's the only thing that you can do. Python isn't viable language for game development anymore, that was over 10 years ago. It's just not a popular nor ideal choice for game development these days for many technological reasons. why are standalone games no longer a thing and everything must be released by steam now ? why can't we open games by .exes anymore ?
Because 1998 was 18 years ago. Time to get on with the program, bud. Yeah I know... 90's is long over and dead. I miss those times, but hey... 20's is coming up. Let's embrace more good times and not waste time dwelling on the past, eh? Really, it seems like its only chosen strictly by people who want to make max profit now that unreal, crytec, ect. are all more or less free. The only other reason I can imagine is "hey we didnt want to restrict the game to only people that bought a pc in the last 5 years" you can do fun stuff in just about any engine, unitys physics always gave me problems in the little that ive messed around with it though.
That's a very narrow perspective view on how game development business work just because you had bad experience with few indie games. Gaben is a fat greedy bastard and DRM is ruining games. Don't even get me started with always online bs.
Fat people are as all-american as you can get. Did you spend all your time away on Tumblr or something?
*Sigh* And here I sit, reading these little quip comments that doesn't provide any form of an actual complaint to non-deliberate issues that millions of players use in the last 12 years of service. Rationalizing his opinion being backed by common simpleton in a form of inflated double-standard behavior, resorting to slandering in befitting simpler informal derogatory terms that has nothing to do with any of the trending topics. Instead of getting enticement into morose stance that begs me to face-palm to tender my cold sober dejected groaning misery pain. I'm just gonna ignore the troll. Hope everyone else will do the same. :)
8
« on: May 01, 2016, 12:07:28 AM »
I'm not convinced you know anything about Unity.
It's pretty much the best choice there is, but it's still very much how the developers will pull it off, given the choices they have.
Watch this - snip -
Then realize this is the DOOM ENGINE the original 20 year old doom engine
People can do crazy, great things if they keep plugging stuff into existing engines, but its a lot of work and most developers prefer just using a better existing product. Unity is commonly chosen for bad, low budget games because of its cost, so it has a rep of being a bad, low cost engine.
You're just shooting yourself in the foot with that statement. Yes, people commonly choose Unity for many reasons... I don't see how that make Unity a bad engine to develop on just because it had attracted a lot of low-budget indies developers, even one-man dev. Unity itself is already a good software that has many options and tech behind it, problem is it has gotten almost too easy for new game developers to get into it and released half-baked games because they were trying to make profit on Steam via Green light. Smirkeh was implying that Unity isn't a good game engine because it's not Python-based like RA2 was; and all the modders who spent too much time on RA2 are going to face "culture shock" when they have to learn how to use Unity's system before they can start modding. Truth is... there's a lot more experienced modders from the Steam communities than any modders left in RA2/GTM community will able to do for RA3. Most of them don't even know RA3 exist till it finally come out. RA3 will grow big and faster than RA2 will ever hope to see in its lifetime. Well... assuming the game doesn't suck. :/
9
« on: April 29, 2016, 04:05:49 AM »
That mean we can mod Robot Arena 3?
The developers say that it's possible yes, it's a PC game on the Unity engine after all. That being said RA3 being based on unity is going to turn people off the game for . . . unity reasons that us knowledgeable ones know ;-)
I'm not convinced you know anything about Unity. It's pretty much the best choice there is, but it's still very much how the developers will pull it off, given the choices they have.
10
« on: April 20, 2016, 09:31:03 AM »
I feel sorry for the devs reading this thread when people are starting to doubt them reading it right now.
11
« on: April 18, 2016, 12:49:35 AM »
>Will there be an open or closed beta?
We have a handful of folks providing us feedback from the RA2 community. The truth is we'd love to have more folks involved in an open beta, but managing a larger group would take more time and we have a limited amount of that remaining. With that being said we have been getting great feedback from the handful of people who have agreed to help and we are extremely appreciative of their time. So... it's a Closed Beta starting on May 26th and not an actual full release? I have not seen a game get released on Steam as closed beta right-off-the-bat before.
12
« on: April 16, 2016, 11:56:01 PM »
Does having a true pyramid really matter that much?
I get it... it's nice to have the ability to create something but there are some aspect of the design that doesn't really need much development if it's not going to be used as much.
13
« on: April 03, 2016, 01:15:46 PM »
Whoa whoa whoa... Let's not start bugging the devs with emails. Keep the questions on the forum. No need to make it an hassle. I've seen that happened to different developers and things got out of hands when people started to accuse of favoritism.
It's easy for a lot of us have so many questions and have our worries about the game itself. Keep it on the forum so others can see same question being asked already.
In fact... we really need RA3 thread section on the forum, to contain all RA3 related threads. Admins/mods, can we please get started on that?
14
« on: March 30, 2016, 10:01:19 AM »
Yeah, I don't see the point either. We didn't have this 10 years ago and it was fine without it.
I can see how it can be abused, trolling some people for some meaningless reasons for it and attacking someone's opinion, which isn't valid enough to warrant it.
15
« on: March 30, 2016, 01:48:48 AM »
You would be the first one banned for foul language in the main forum!
Well... you're not saying no though. Welcome back from your retirement!
16
« on: March 29, 2016, 08:30:00 PM »
I'm not really a big fan of AI match. I like to control my bot myself and compete others the same way. AI match is kinda... dull and lame. It takes away the excitement and challenges.
17
« on: March 28, 2016, 09:51:27 AM »
Yeah, even if you have Intel CPU and AMD GPU, PhysX will run just fine on Unity.
18
« on: March 28, 2016, 09:24:03 AM »
From what I've read it straight up doesn't, and AMD users need to use a CPU-only version which has a ton of features stripped from it. If it means a better physics engine it's great for nVidia users but really sucks for everyone else, and I imagine a significant playerbase of this game will be people without a dedicated gaming rig (more likely to have AMD/no GFX card)
It's not actually that bad as you make it sound to be. PhysX do work on AMD cpu just fine. Most of the features that was disabled on AMD cpu aren't important, such as extra physical particles, physical volume cloud particles, etc etc. AMD users aren't really missing out much because most developers don't actually use them in their games. Kerbal Space Program is a good example of using PhysX and AMD players playing the game just fine.
19
« on: March 27, 2016, 09:56:55 PM »
How come no one want to talk about Early Access program?
It's kinda a big deal if they don't want to get down-voted early on.
20
« on: March 27, 2016, 07:04:20 PM »
I don't think they're actually ready for "gold" release on Steam in May. Even if the Devs are willing to keep updating it with new features and contents... they're actually in danger of getting bad reviews and thumb downs early on and that can ruin their major sale reach. Simply because most people don't take their time to read the details when buying. This happens a lot on Steam.
I highly suggest moving it to Early Access on May. It's safer and people (mostly) understood what Early Access means in active development and won't likely down vote because of incomplete project.
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