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Messages - RedSawn
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101
« on: May 23, 2016, 02:15:30 PM »
No trailer yet - new screenshots on the facebook page, though.  Another bot lab picture - this is the first time we've seen a robot without car steering. We also get to see the internals too - pistons, DDTs, and those odd drive motors (New z-teks? Entirely new brand?). They've still got the Components text cut short on the button in the top left.  On-board cam of an unknown robot, similar to the above one but not entirely. Not much to see again, looks like the outdoor arena in the first trailer. Apparently fighting EMERGENCY and BOT CHOY, but we can't see them.  This one sticks out like a sore thumb - resolution is smaller, graphics are bad. Must be on very low settings but it's surprising to see as promotional material. But we can take from it several things - the curved extenders are real, those claws on the crocodile bot are real, and the robot with the claws definitely has some sort of skin, whatever it's supposed to be. The robot obscured by the player's robot status seems to have an interesting two-tone chassis, though that doesn't confirm anything we didn't know about individual surface face colours from EMERGENCY. Some noticeable deformation on the player robot too, we can see the air tank because of how the top has been sunk in. I don't spot any damage decals. When a facebook poster noted most of the in-game bots were painted pure white, RA3 PR said it's what the player chose. Which is a wasted opportunity really, though raises the question of who's making these bots (more-so then their weird designs)
102
« on: May 22, 2016, 11:37:16 AM »
Visit the Robot Arena 3 Facebook page at: www.facebook.com/robotarena for additional RA3 details and information. New trailer coming soon.
Figured as much. Everything seems to be coming into place from the latest material - just show 'em it's for real.
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« on: May 22, 2016, 03:51:05 AM »
I think we'll see their full hand just before launch. A proper trailer, replace the last of the WIP screenshots, all of that. They're now on page 2 of upcoming releases.
One thing I didn't point out was how EMERGENCY has it's yellow top as well as the red sides. At the least it shows we can use different colours for different faces, the best case is skinning is 100% and EMERGENCY just isn't the best example for it (and we go by the white/red bot and the crocodile bot)
104
« on: May 20, 2016, 05:10:18 PM »
Cool. I'll probably be busy recording my own first play of it to watch, though I'd be doing it offline (upload speed is pants)
105
« on: May 20, 2016, 11:01:13 AM »
New screenshots snuck onto the Steam page:  Here we see a different take on that ram bot from the updated bot lab picture. Those red domes are clearly some sort of light decoration like X-Terminator's warning lights. It doesn't solve the mystery of the red box though. The chassis' painted jet black, which shows they have colours, but we don't know about those textured bots we've seen before. The ram plates seem to have connection points out the ass. Not sure what sort of metric the weight system is on either.  A battle picture using the same robot's onboard camera. Not much to tell from this one - but one of the opponent bots is named EMERGENCY... and when you notice that, and see the red chassis in front of you with two ram plates mounted high on the bot..
106
« on: May 19, 2016, 04:35:42 PM »
Is the camera for an alternate camera angle or something? Regardless, it looks nice, although it's capability in battle has to be questioned.
The mounted cams are taking advantage of how easy it is to add new viewpoints to a Unity game too.
It's literally as easy as adding a camera GameObject or a camera component to an existing GameObject.
107
« on: May 19, 2016, 04:23:10 PM »
I'm pretty convinced those are bot screenshot thumbnails from the bot lab now. Both are 800x800px and the chassis has that blocky 3D model quality. Would explain why the weapons are off-center, like how we can fire off the weapons during our RA2 thumbnails. The mounted cams are taking advantage of how easy it is to add new viewpoints to a Unity game too.
The weapon counter's been there since the WIP screenshots. I always figured it was tied to individual components but those are clearly the stats of the entire robot.
108
« on: May 19, 2016, 07:42:07 AM »
To be fair using the Supervolt power total is only just that, it could be a baseline for other batteries.
But there's always modding, huh?
109
« on: May 18, 2016, 04:06:43 PM »
Your laptop. They've changed how they lay out the screenshots but they're still there
110
« on: May 18, 2016, 03:55:37 PM »
There we go, that bot lab looks more like something. Bit rough around the edges but it's coming together.  This robot here just below that post they're showing off is definitely not one of their concept arts either. Awkward square picture dimensions, sharp lines, weapon slot decals and all of that. Chassis painting and robot screenshots confirmed for implementation?
111
« on: May 18, 2016, 08:13:19 AM »
I think they're dealing with the time old issue where they've got a lot more data to send as a raw physics simulation then a game like Call of Duty, Robocraft or perhaps even Wreckfest. It's not important to a online race on Wreckfest where the hundreds of tires in a tire wall end up, just that someone crashed into them and the client can handle the rest. Where everything is is significant to RA3.
Of course I'm only theorising and using games I have personally experienced...
112
« on: May 17, 2016, 05:09:44 PM »
Huh.. overlooked the Scorpion bot intersecting, yeah. Well we do know even now a lot of the stuff they have in the trailers isn't finished, if it's all old footage or they're working right to the deadline we won't know for another 9 days. The fact it's old WIP footage is key - it shows they're not afraid to showcase a visibly unfinished product in their promotional material, as close as 3 weeks to the release date. In reality they could be further ahead then we've seen. The bots could have self-collision contrary to the combat seen in the trailer, the bot lab could be all tidy and working, and chassis skinning for that matter too, we don't know yet.
The best indication of how the game looks right now is probably either going to be from the supposed beta testers or from the booth they did at shows.
113
« on: May 17, 2016, 02:49:20 PM »
Q&A, Round 6 http://steamcommunity.com/games/363530/announcements/detail/8538083937994165Hello, Robot Arena III fans!
Sorry it has been so long since our last Q&A post. We’ve been extremely busy getting the game finished and exhibiting at shows like PAX East, Vex Worlds, Wizard World and MSP ComiCon. There’s still a lot to do before release, but we’ve managed to find some time to answer another round of questions. We hope to continue to put out another post like this weekly up to and beyond release.
With that, on with the questions!
>Can you tell me more about judges scoring? Will it be like the TV show, or will it be like RA2? I feel like the RA2 scoring is unfair to flip bots and wedges that do not score damage like a spinner for example
The scoring will be similar to how it was done in RA2, and will be primarily based on damage. Bots such as flippers or wedges should rely on other scoring/victory possibilities, such as immobilizing their opponent’s robot, or using the arena’s hazards (spikes, saws, pits, flames, grinders, etc.) in combination with their fighting style to inflict maximum damage on their opponents or to quickly eliminate their opponent from the match. Wedge bots, spinners and flipper bots can cause damage based upon impact just like other bots.
>Will we finally be able to add fur to our robots?
Why the do robots need fur? Do they get a chill in the middle of winter? Right now we aren’t anticipating Fur covered robots, though we should consider some Robot Arena 3 Snuggies for human players, so they can feel warm and snuggly while they sit by the fire, drinking their warm cocoa and playing a rousing game of RA3. But seriously, fur might be considered as a post release item, perhaps as part of an animal-themed expansion pack. By the way, that’s not confirmation of DLC, we’re just thinking out loud!
>Will this game support Linux?
Not at launch, but we may add a Linux version at some point. The game is built in Unity, so it should be doable.
>I'd like to ask about the framerate of the game, if it will be locked and what kinda of hardware the game is designed to run to an acceptable level on.
The framerate is not locked. The game should run well on modest hardware, but some arenas are more detailed than others. We aspire to the highest possible interactive frame rates on the lowest common denominator hardware that supports the bare minimum game requirements. This is typically at least 30 frames/second and ideally we want to achieve 60 fps.
> I'd also like to ask if any modding tools will be supplied by Octopus Tree
Not at initial release. Between us, Unity games are HIGHLY MODDABLE without any support required on the Dev side. Clever folks can actually hook right into the C# mono code.
> What would everyone think to such of an idea of an official Tournament by Octopus Tree?
It’s a great idea. It may require specialized backend support. We’ve done products with prize giveaways before and it can really encourage play. It’s not a trivial task to include an automated system, but we’re looking into backend providers.
> I've had this thought since MP is going to be a real thing this time and not laggy as hell Gamespy crap, anyway a spectator mode for people doing online MP events. Also a Record your battle option so you can easily edit it on WMM, Sony Vegas or whichever video software you may use.
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.
> My two wishes for this game is the following: A boxed version, and that, if possible, somebody makes the house robots (all 8, excluding Refbot, and maybe Shove) for the game. If not, maybe I could somehow get my not-yet-existing models into the game, once they're modeled to 100% of course
As for boxed copies, we can say “maybe.” As everyone probably knows, the market for boxed retail PC software is very small in most countries these days. But we are exploring partnerships with distributers around the world, some of which are in territories that still have decent retail sales. So a boxed version is possible, but perhaps not where you live.
As for uploading your own models, the Steam Workshop capability in RA3 should allow for players to upload their own bot creations for each other’s use.
> Another question I don't remember I have seen answered: will the robots have self-collision? (meaning we cannot overlay components anymore)
We hope to prevent people from overlaying components of the same type on top of one another to prohibit that type of “cheating”.
That’s it for now! We’ll see you back here for another Q&A post in a week – hopefully! ; )
114
« on: May 16, 2016, 12:33:17 PM »
They just made a official RA3 facebook, literally in the last 20 or so minutes. Nothing to see right now - just the up-to-date logo and that old bot lab pic of the bot with the tribar battleaxes we've seen before as the header. https://www.facebook.com/Robot-Arena-III-1753638211549065/
115
« on: May 14, 2016, 05:21:51 AM »
Basically once modding is possible, I feel like one of the more realistic mods are gonna just be a bunch of different sizes of extenders, slabs of metal, batteries, and other components that we'd use to make a robot out of. Just a small chassis to place the control board or whatever equivalent is in this game and then build a frame around that. The only reason we couldn't do that in RA2 is because of the 7 chain limit, and even then some of you crafty builders did some pretty clever things with extenders and almost did just that.
I think that would be alleviated by the new chassis building system - we only needed shells and such for replicas because we couldn't hope to get a chassis shape that looks like a robot more complicated then Tornado. Only time I remember people making their own shells in a serious non-replica manner are DSL disc spinners.
116
« on: May 13, 2016, 04:21:21 PM »
I was thinking of the Enable Self-Collision bool for Unity joints, but right, wasn't thinking of physics layers. That's what I was missing.
117
« on: May 13, 2016, 02:00:29 PM »
Well, time to see if the wedge is good.
118
« on: May 13, 2016, 05:56:51 AM »
It'll be interesting to see how it works. I looked at the trailer again and didn't really see the intersecting components people are bringing up, but Unity does have options to allow collisions between joined objects. They only had to use their own wheel system because WheelColliders do not work inverted. They still could be using the standard Unity fixed/hinge/spring joints (hinges cover spinning motors too) with those self-collision features built in.
Wouldn't explain how everything can freely intersect the chassis with it still being solid though. Perhaps self-collision is turned off for objects attached directly to the chassis and that setting for chassis collision trickles down to anything attached to the original component (Not tested this). Maybe something else.
119
« on: May 12, 2016, 06:48:52 AM »
Can take picture on RA3?
Yes. Steam has a screenshot feature where if you press... F11, I think... it takes a screenshot. It's either F11, F12 or F5.
Just to ask, what would count as standard building for RA3? We don't really know what there is to build with, so wouldn't everything be pretty much standard?
F12. Standard must be taking it from stock RA2 rules. Overlapping is fine, no BFE (Knowing the bot files will be JSON format) or AAM (That'll be possible in some regard, surely), glitches are OK (if we find any 5 days after official release that'll be embarassing)
120
« on: May 12, 2016, 06:05:42 AM »
Only people I know that could potentially be in the beta is CB/FB, naturally since they were invited to the offices. I didn't even know there was a closed beta going on to comment on anyone else.
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