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Messages - TDS

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1
Robots Showcase / Re: TDS
« on: September 14, 2016, 08:48:34 PM »

2
Discussion / Re: Robot Arena 3
« on: September 07, 2016, 09:26:25 PM »
Parent company of Octopus Tree

Parent company of the company that contracted gabriel

When you get that far up the tree you know you screwed up

3
Existing Games / Re: No Man's Sky
« on: September 02, 2016, 10:02:28 AM »
What a barrel of lies, fecal matter and emptiness. It's sh**, everyone move back to space engineers and rodina.

is space engineers good now?  I tried it a year or so ago when planets first showed up and it was still really awkward to get anything done in survival mode and /extremely/ unforgiving

4
Robots Showcase / Re: TDS
« on: September 01, 2016, 04:05:35 PM »
I suppose I should be updating this

Parts are finishing daily, I am shooting for ruin2 for franklin


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Discussion / Re: Status Report
« on: August 22, 2016, 09:50:00 PM »
Sure seems to me like gabriel released the bare minimum product promised by contract, cut and ran

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Discussion / Re: Robot Arena 3
« on: August 01, 2016, 10:13:26 PM »
For a small dev team I'm guessing that's good right?

Typically the way it works is you go to a publisher and say "yo dog, we need $100k to make x game, you get 90% of the profits"
They give you the money, and their expertise/back end stuff, you make the game using their money to pay your peoples salaries, then your management soaks up the royalties from that extra 10%
its tough to say how much money octopus pony'd up and what the agreement entailed but as development was a few months, with a handful of people, im guessing they did not turn a profit on $100k, fortunately (for gabriel), they aren't really game developers and can just cash the check and go back to their regular jobs.

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Discussion / Re: Robot Arena 3
« on: August 01, 2016, 05:18:55 PM »
Hugely disappointed how crappy RA3 turned out to be... got a refund...  :realmad(

Back to playing RA2 and DSL xD
you and me both, from what I can tell from steamspy they sold ~4k ish copies, not including returns, so the game still made ~$100,000

Has there been an update since july?

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Discussion / Re: Robot Arena 3
« on: July 17, 2016, 06:00:57 PM »
I'm starting to lose hope now. Looks like Mr Zoss is working multiple projects. He a dev or just PR? ****ing buzz kill pardon my French. Abandoned? Backburner maybe? More communication from the devs would be nice.
he has 0.9 hrs on record, hope to hell he is not a dev

There's not a ton of reason to have a lot of hours on the production live game, they have access to the build before it goes live on steam where presumably they do testing, by the time it hits steam its too late :)

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Discussion / Re: Robot Arena 3
« on: June 24, 2016, 07:14:25 PM »
does it have any multiplayer?

10
Discussion / Re: Robot Arena 3
« on: June 05, 2016, 08:49:12 AM »
If they had as much trouble as me trying to get their robot gameobject hierarchy to cooperate with PhysX and get any sort of bot working, let alone with accurate physics, I can't really blame them for a low LPH...

(Been trying myself with a box chassis, motors with hingemotor axles and wheels, joints are never stiff enough even with the solver at 100, using rotational locking, anything)

I remember having the same issues playing around with 3d studio max back when ra2 was in beta.

Thats kind of the crux of the whole issue, my experience is with stress analysis, not game physics, but its roughly similar.
Instead of just transferring the forces that don't effect the spinning mass (in this case) to the parent body, the parts seem to be, at a engine-coded-level, retained by springs, which stress in whatever way, and then drag the next rigid body in the chain along with them.

While its a good system for modeling the kind of things people typically make in unity, it doesn't seem ideal for what we're doing.  I can only imagine that the locks involved, dont actually zero out and transfer the forces, but are still "springs" when you get down to it.

11
Discussion / Re: Robot Arena 3
« on: June 04, 2016, 12:33:50 PM »
I do not understand why they rushed this game, they knew they are releasing not nearly finished game... but wanted to release it as finished game... and also this network plugin? Game seems to be using default unity networking and steamworks framework for networking and no additional plugins (I might be wrong). I hope this instant 2 week early access thing wasn't intentional.

I dont understand how updating a 3rd party plugin could cause a game delay, its easy, you just "dont update it" for now, assuming it worked to begin with.

Breaking it down

42,000 lines of code, 8 people, 3 months @ 5 days a week 58.3 lines of code per day, or 7.29 per hour
working hard(?)

12
Discussion / Re: Robot Arena 3
« on: June 04, 2016, 12:53:39 AM »
Edit:  I've got file now. I'll report my findings later!

Thanks for looking into it, TBH I haven't really looked into this sort of thing since the ra2 beta, but I have a feeling there is not an insignificant amount of cut and pasted code, and the invisible spring constraints on all moving parts to try and simulate things are just setup way, way wrong (and are a stupid idea in this day and age anyway)

13
Discussion / Re: Robot Arena 3
« on: May 30, 2016, 03:22:24 PM »
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.

The problem for me is not that they released an unfinished product, that is fine

its that the /day before/ they released the product, they said "Hey we're pretty much done except multiplayer" then released something that is very obviously very much not done.
If they had started with an honest "this isn't done yet, but we're okay with starting early access and working with the community" or something, that would have been /great/
But they didnt, they said the product is completed except for a few things.

14
Discussion / Re: Robot Arena 3
« on: May 28, 2016, 05:11:24 PM »
Do we know if anyone's asked the dead WHY whatever's broken is broken? Like, for example, are issues such as wedged chassis not registering as such collision-wise or the lack of any sort of speed the result of developer oversight, or are they inherent in the engine?

I am fairly experienced with Unity. I even created a robot combat prototype thingy. This is the developer's fault.

cutting and pasting source code from ra2 works poorly? :P

15
Discussion / Re: Robot Arena 3
« on: May 26, 2016, 10:25:00 PM »
Anyone else think that the AI has faster weapon motors? All of my bots are slow as hell compared to them.

easy answer, the AI doesn't "seem" to be using the physics engine as you expect to move around, they are rather literally pushed by an invisible force.

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Discussion / Re: Robot Arena 3
« on: May 26, 2016, 09:21:13 PM »
QUICK! GUYS! WE NEED TO CEMENT OUR REIGN OVER THIS GAME BY TAKING OVER THE RA3 WIKI!

they offered balance spreadsheet above, DSL/AU mod need to extrapolate their balance to a formulae or three and get it in the game to begin with.

If they are forced to get the physics working with reasonable weapon and motor power, it'll end up better later

17
Discussion / Re: Robot Arena 3
« on: May 26, 2016, 07:46:27 PM »
My game has been much more stable than RA2 to be fair. I daisy-chained 2 sets of 3 ztecs together and loaded 3 of the biggest discs onto each, filled each AP with irons and it was totally fine. Worst Ive had is stuff flying away when it got caught beneath an array of 10ish chainsaw hammers on DDTs, but that was kinda expected.


And for the record I think the chassis creation is prettt sweet once you get used to it, even tho it would be better to 'draw'  one layer at a time like ra2

I've uploaded "testangst" please go snag it and see if it flies all over the place at random for you.

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Discussion / Re: Robot Arena 3
« on: May 26, 2016, 07:19:24 PM »
-Every motor has exactly the same stats, I confirmed this by attaching stuff to each motor, they all spin exactly the same rpm and acceleration

That would explain why the powered steering units are hands down the best drive motor in the game right now...

Yeah, I made a big wide chassis, attached a flywheel and a marker to each one, they are all exactly the same.
With the bots exploding at /this/ speed, I dont think the game is ready for more than 3mph sumo bots.

I couldnt even make a ddt powered lifter with spikes at the end, as soon as it would return to the floor, the bot would go flying.

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Discussion / Re: Robot Arena 3
« on: May 26, 2016, 07:14:40 PM »
Yeah, the build system doesn't work very well, if at all, though moving components around with a grid is nice, its literally broken in every way possible besides that.

-rotating components are done by the degree or less, making it virtually impossible to rotate anything into place 100%, also every component you add you have to cycle through all of the connection points, and then rotate it to where you want it
-The entire UI is filled with xbox controller bullsh** which makes it difficult to navigate
-paint system isn't working, the test objects in the lab randomly vanish (if you can get your bot moving without it blowing up)
-chassis drawing system is frustrating as it doesn't lock you into a layer and parts constantly get in the way, I actually like it /less/ than ra2's simple one
-Every motor has exactly the same stats, I confirmed this by attaching stuff to each motor, they all spin exactly the same rpm and acceleration
-burst motors, pistons, hinges, virtually everything explodes randomly, and not just a little bit.
-I tried a couple designs, most of the weapons have no stats or hitboxes or something
-whenever you click a component it auto adds it to your chassis, under the chassis, so you have to manually remove them all afterwards
-did I mention everything randomly explodes? especially if you want something low to the ground

I put in for a refund, I'll try again when this even remotely resembles a game.
The good:
-the bumper components and wheelguards are /really/ neat though the attachment points on the wheelguard make them pretty dicey to actually use

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Discussion / Re: Robot Arena 3!
« on: May 17, 2016, 07:25:10 PM »

Poor baby!

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