Action Extravaganza Electric Boogaloo 2.0 [NO BOOSTING]

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Re: Action Extravaganza Electric Boogaloo 2.0 [NO BOOSTING]

Postby Shogi » Fri Apr 15, 2011 4:14 pm

At a game convention? They might as well hand out lotion tissues and porn. :lol:

No I meant your table silly.
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Re: Action Extravaganza Electric Boogaloo 2.0 [NO BOOSTING]

Postby Hadji|DP » Sat Apr 16, 2011 2:09 am

Vino wrote:One thing was that it's pretty damn easy to make destructables, it's all controllable by the artist.


Now that we know this is easy to do, I think we should start coming up with ideas, both aesthetic and mechanics-wise that involve destructables. I'm making a thread specifically for that, so go there for destructables.
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Re: Action Extravaganza Electric Boogaloo 2.0 [NO BOOSTING]

Postby Sif » Sat Apr 16, 2011 3:58 pm

-snip-
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Re: Action Extravaganza Electric Boogaloo 2.0 [NO BOOSTING]

Postby Sif » Fri Apr 22, 2011 7:54 pm

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Re: Action Extravaganza Electric Boogaloo 2.0 [NO BOOSTING]

Postby Shogi » Sat Apr 23, 2011 6:55 pm

Very interesting. Cryengine3 is a pretty damn impressive engine, but I'm concerned about three things: Hardware demands, development requirements, and community support.

-UDK has been out longer so it's got a great community that we can turn to for help figuring things out, as well as crowdsourcing. CE3, no matter how good the documentation is, is just starting out in that regard so it may be harder to find answers to our questions.

-Crysis 2 performed a lot better than the first, there's no question about that, but it still had some high hardware demands, which could alienate some of our potential players. I'm sure there's things we could do to reduce the demands, but I'm still doubtful of it's ability to scale as well as Unreal.

-And finally, gorgeous games take a lot more time to produce in terms of the art. Higher poly models, baked normals, diffuse/specular maps and all that goodness takes more time. While we don't have to compete with Crysis, I'm sure the engine would create a high graphical expectation from players.
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Re: Action Extravaganza Electric Boogaloo 2.0 [NO BOOSTING]

Postby Grunty » Sat Apr 23, 2011 7:33 pm

I think CryEngine 2 is very scalable, especially if the maps are small.
The reason why Crysis ran so hard was because of the massive size of the maps.
But when I played Multiplayer, custom made maps were a lot smaller, and they ran practically 10x better.

I don't think hardware limitations would affect it, the maps being made for this game probably won't be as big as your average Crysis map, and will probably be the size of a TS map.
The very few levels that Crysis had and Crysis 2's linear levels, and closed off, I basically ran the whole game max 70 fps+

If CryEngine 3 is optimized to perform better, then I doubt that any average player will have trouble running a game on CryEngine 3.
I'm just saying the performance wouldn't be a big problem as they even got it to run decently on consoles.

Everything else i don't know about
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Re: Action Extravaganza Electric Boogaloo 2.0 [NO BOOSTING]

Postby bryt » Sun Apr 24, 2011 3:06 pm

Shogi wrote:-And finally, gorgeous games take a lot more time to produce in terms of the art. Higher poly models, baked normals, diffuse/specular maps and all that goodness takes more time. While we don't have to compete with Crysis, I'm sure the engine would create a high graphical expectation from players.


this is my primary conern with CE2. Unreal has been around long enough that people are quite used to seeing a variety of production efforts being labeled as "unreal mods".
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Re: Action Extravaganza Electric Boogaloo 2.0 [NO BOOSTING]

Postby Hadji|DP » Sun Apr 24, 2011 5:36 pm

Alot of servers in The Specialsits used server mods to pull this off, but I think this should be in the game. Information on how much damage you did in one life, who killed you, where they hit you, and how much HP they have left. This way you know how you fared against your killer, and can use your loss as a learning experience.

Other games use kill-cams but that doesn't really tell you that much. This at least tells you how much HP the guy had left so you know how close you were (or extremely far away from) beating him.
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Re: Action Extravaganza Electric Boogaloo 2.0 [NO BOOSTING]

Postby TOGSolid » Sun Apr 24, 2011 6:31 pm

Hadji|DP wrote:Alot of servers in The Specialsits used server mods to pull this off, but I think this should be in the game. Information on how much damage you did in one life, who killed you, where they hit you, and how much HP they have left. This way you know how you fared against your killer, and can use your loss as a learning experience.

Other games use kill-cams but that doesn't really tell you that much. This at least tells you how much HP the guy had left so you know how close you were (or extremely far away from) beating him.

Yeah, I always enjoyed those sorts of stats, though a kill cam is still an incredibly valuable tool. Not just for gauging yours and your opponents performance but for catching cheaters. Some people deride kill cams but I think they're one of the better innovations to come about in the FPS genre.
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Re: Action Extravaganza Electric Boogaloo 2.0 [NO BOOSTING]

Postby Afion » Sun Apr 24, 2011 8:17 pm

Shogi wrote:Very interesting. Cryengine3 is a pretty damn impressive engine, but I'm concerned about three things: Hardware demands, development requirements, and community support.

It won't be out until august so there is no way to compare it to UDK yet.

Something that caught my eye though is that they claim to give access to the engine's C++ source code. You don't have that with UDK. Basically, you can only script with UDK. It's very accessible but also inevitably less powerful for a lot of things. I think that's something Vino might like.
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Re: Action Extravaganza Electric Boogaloo 2.0 [NO BOOSTING]

Postby Venge » Mon Apr 25, 2011 12:39 am

Afion wrote:access to the engine's C++ source code.

C++

It looks like you'll have another coder if you go with CryEngine3.
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Re: Action Extravaganza Electric Boogaloo 2.0 [NO BOOSTING]

Postby Shogi » Thu May 12, 2011 2:03 pm

So has anyone been actively looking for a programmer or are we just kinda hoping one shows up? Most of my programmer friends are either employed or still in school so I haven't come up with anyone yet. I'll keep asking around though.
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Re: Action Extravaganza Electric Boogaloo 2.0 [NO BOOSTING]

Postby Vino » Thu May 12, 2011 11:39 pm

Need a concept artist slash lead artist more than a programmer. Minimum seems like he might fit the programmer bill pretty well.
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Re: Action Extravaganza Electric Boogaloo 2.0 [NO BOOSTING]

Postby Antagonist » Fri May 13, 2011 8:30 am

mmmmm?

Chris can concept art shit... and he's a designer. If we bug him, he can help out.
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Re: Action Extravaganza Electric Boogaloo 2.0 [NO BOOSTING]

Postby Vino » Fri May 13, 2011 12:33 pm

Your brother? Bug him then. Does he have a portfolio I can look at?
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