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Jul 31 2012 04:56pm
Quote (urbanshaft @ Jul 28 2012 11:05pm)
mmm heres a good video
for all you vram wankers
http://www.youtube.com/watch?v=6j4flOzulp0
3 580 3gb cards cant run bf3 maxed
so hes only usin 1.8vram so y the fuck waste monies
yupitsu
wp

What mic is that?
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Aug 1 2012 08:19am
All those CG scenes, no gameplay

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Aug 1 2012 09:46am



As promised last week, today we’ve prepared some information about our upcoming Cyberpunk title. It’s great that you have so many questions about the game and we hope that we can satisfy at least some of your hunger for knowledge about the title that’s currently being in the works. With that being said, let’s get to the main dish.


Below you can find the original questions followed by answers from CD Projekt RED Community Manager, Marcin Momot.

Richie79: What elements are you using as inspiration (references) for making Cyberpunk?

Marcin Momot: There are quite a few actually. Aside from the obvious ones like the works of William Gibson or the Blade Runner movie, we also take from the first Ghost in the shell, both anime and manga. We’re also looking up to ShellShock because of its interesting approach to gameplay. The first part of Deus Ex is also a very important source of inspiration to us.



Guipit: Will choosing your class affect the story? If so, how much?

MM: It’s always been very important to us to deliver mature and ambitious entertainment. It’s not going to be any different this time around. We want to keep the role system from the pen & paper version of Cyberpunk. As opposed to the regular fantasy set-up with mages, warriors and archers, we’re going for something different. In Cyberpunk, each character role will offer a set of special skills that will impact your stats in many different ways. That’s where the challenge kicks in, we want to create a game where character customization will be strongly tied with the plot. Now going from that, we believe that we can make a game where, with many different role choices, you will get a very strong, engaging story, just like it was with The Witcher.



Mihura: Will there be full customization of our character like a D&D game, things like gender, ethnicity, moral stand point, sexuality...etc or we will be restrict to something like Geralt from TW2?

MM: We definitely want to give players way more freedom with customization of the main protagonist then they had with Geralt in The Witcher series. We are planning on letting them change their statistics, equipment, implants and much more.



Saoe: When can we expect to see more info, screenshots or first videos from the game?

MM: I keep bothering guys from the art team to release some new content soon but they don’t want to listen to me for some reason. I won’t give up though, so make sure to follow our website and social media because when I finally convince them, you will be the first ones to know.



Geralt The Riv: Will the setting be a totally new designed by CDPR(You know like name of the planet, country, state, city etc) or just a mimic of a current location?(New York, L.A. Miaimi etc.....)

MM: Cyberpunk’s story takes place all over the world, but we’re going to focus on it’s most characteristic venue - Night City. One thing is certain, we want to make a game with an open, living world that stays true to the source material.

http://en.thewitcher.com/community/entry/270
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Aug 1 2012 10:00am
Quote (Patryk1991 @ 1 Aug 2012 16:46)
http://en.thewitcher.com/public/files/news/big/en_62d52d4f.jpg

As promised last week, today we’ve prepared some information about our upcoming Cyberpunk title. It’s great that you have so many questions about the game and we hope that we can satisfy at least some of your hunger for knowledge about the title that’s currently being in the works. With that being said, let’s get to the main dish.

Below you can find the original questions followed by answers from CD Projekt RED Community Manager, Marcin Momot.

Richie79: What elements are you using as inspiration (references) for making Cyberpunk?

Marcin Momot: There are quite a few actually. Aside from the obvious ones like the works of William Gibson or the Blade Runner movie, we also take from the first Ghost in the shell, both anime and manga. We’re also looking up to ShellShock because of its interesting approach to gameplay. The first part of Deus Ex is also a very important source of inspiration to us.



Guipit: Will choosing your class affect the story? If so, how much?

MM: It’s always been very important to us to deliver mature and ambitious entertainment. It’s not going to be any different this time around. We want to keep the role system from the pen & paper version of Cyberpunk. As opposed to the regular fantasy set-up with mages, warriors and archers, we’re going for something different. In Cyberpunk, each character role will offer a set of special skills that will impact your stats in many different ways. That’s where the challenge kicks in, we want to create a game where character customization will be strongly tied with the plot. Now going from that, we believe that we can make a game where, with many different role choices, you will get a very strong, engaging story, just like it was with The Witcher.



Mihura: Will there be full customization of our character like a D&D game, things like gender, ethnicity, moral stand point, sexuality...etc or we will be restrict to something like Geralt from TW2?

MM: We definitely want to give players way more freedom with customization of the main protagonist then they had with Geralt in The Witcher series. We are planning on letting them change their statistics, equipment, implants and much more.



Saoe: When can we expect to see more info, screenshots or first videos from the game?

MM: I keep bothering guys from the art team to release some new content soon but they don’t want to listen to me for some reason. I won’t give up though, so make sure to follow our website and social media because when I finally convince them, you will be the first ones to know.



Geralt The Riv: Will the setting be a totally new designed by CDPR(You know like name of the planet, country, state, city etc) or just a mimic of a current location?(New York, L.A. Miaimi etc.....)

MM: Cyberpunk’s story takes place all over the world, but we’re going to focus on it’s most characteristic venue - Night City. One thing is certain, we want to make a game with an open, living world that stays true to the source material.

http://en.thewitcher.com/community/entry/270


I really want that jacket
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Aug 1 2012 11:15am
I love CDPR, PC first developer, bro-tier take on DLC, GOG.com, great graphics, hard core gameplay. I'm preordering this shit and Witcher 3.


Quote (Neutral @ Aug 1 2012 10:00am)
I really want that jacket


You really don't. No way that would look good in real life.

This post was edited by Grief_exe on Aug 1 2012 11:15am
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Aug 1 2012 11:30am
Quote (Grief_exe @ 1 Aug 2012 18:15)
I love CDPR, PC first developer, bro-tier take on DLC, GOG.com, great graphics, hard core gameplay. I'm preordering this shit and Witcher 3.




You really don't. No way that would look good in real life.


you're right, in real life you don't have perfect lighting specifically designed to make ME look cool
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Aug 1 2012 11:52am

i swear i pissed myself last night
cuz i smell so bad right now
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Aug 1 2012 04:19pm
As this generation comes to a close, Epic's next multiplatform engine is starting to take shape. Unreal Engine 4 is the next iteration of Epic's popular game engine, and it promises to do more than make games look prettier.

"The biggest improvement in Unreal Engine 4 is philosophical," Epic co-founder Tim Sweeney said. "We want designers and creative people to take charge of as much of the game production process as possible."


The engine reportedly creates clear lines of differentiation between programming and design tasks, which will let developers iterate and prototype quickly. The interface has been revamped for a more user-friendly layout, letting designers edit, recompile, and test a game easily. Designers will also be able to make small changes without needing a programmer to step in.

"The inability to iterate kills the creative process, because every time you play telephone, something gets lost in translation," lead artist Wyeth Johnson told Game Informer. Senior technical artist Alan Willard added, "You're talking about cutting off weeks to months of your development schedule just because you don't have to wait for compiles, you don't have to wait to rebuild lightning."

And with less emphasis on graphics, Epic hopes that the games will push innovation in other areas. "Today our daily experience involves social networking and being in constant communication with our friends and the Internet at large through Facebook, YouTube, and all sorts of different media," said Sweeney. "It's vitally important that next-generation platforms tie into that ecosystem that people are a part of as seamlessly as possible. Not just Epic's games, but I would hope everybody should have a much greater degree of connectedness in the next generation than in the past."

copy cats
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Aug 1 2012 11:55pm
weekly torchlight 2 update.

Code

Not A Blog Redux III

Postby travisbaldree » Sun Jul 29, 2012 12:36 pm
Here we go with another Not a Blog! Sorry for the delay on this.

Here's what's up-

I was out of town Monday and Tuesday for my mother's birthday, so I did a lot of make-up during the late evenings and the weekend. I'll go into the most detail about what I did, because that's what I know firsthand, and a rough idea of what others were doing (although they could go into much finer detail than I can)

I'm close to wrapping polish on Act 2. All area spawnclasses, monsters, and champ packs are 'done'. ( Although I usually end up adding a few new variants for remaining boss battles )
I completed a polish pass on two boss battles. (Well, I'm completing the second half of one this evening, but it should be done for tomorrow )
I have 2 boss battles remaining to complete, and 3 special desert champions for an event need some love. I also need to set up a proper 'collapse' particle system for sand constructs.
I completed polish work on 4 monsters, and added 3 new monster variants that I felt were needed to flesh out the spawnclasses in some areas.
I also added random tornados to the southern region of Act 2 Part 2 that can spring up and damage you, and 'Nether Storms' for another area that I'm not going to go into much detail about.
I switched gears a little to implement a handful of tier bonus upgrades ( i.e. fancier versions of the tier bonuses we already had ) for the Embermage, and those went pretty quickly.
I fixed a random assortment of bugs ( an animated particle bug, some issues with teleportation resistance when applied to yourself, various other odds and ends )
I tuned up various particles, sounds, and camera shakes on some act 2 events to have a little more punch (or where they didn't exist, but should have). I fixed some quest bugs. I updated several old and over-blurry particle systems to make them less spammy.


Other stuff that happened this week - (not a complete list, just stuff I'm picking out from memory )

During the beta we decided that we were going to merge the functionality of Waypoints and Town Portals, so that they were more useful in general. This week Matt got that taken care of.
Now, if you open a Town Portal, you can use it just like a Waypoint - you can jump to any other Waypoint in the act, or the town, or directly to another player or another player's portal. This lets you skip a trip back to town to perform direct player or Waypoint warps and is just nicer overall.
Now you have Waypoint Scrolls instead of Town Portal Scrolls as a result.

Matt also fixed some issues with weapon-skill synchronization when skills are cast by an item in multiplayer.

Matt added random affixes to endgame maps.

Patrick set up a few new 'camp' events in Act 2 with some of the newer monster setups and spawners, and added some cool new visual FX to the unmentioned area with the Nether Storms.

Greg set it up so that recipes at the item combiner can be hidden until they are performed once.

Matt Uelmen put together a lot of new background ambient audio and Patrick integrated that between the areas.

Marsh continued his work in Act 3 and made good progress - (he is working this weekend too) - I'm sure there are a ton of specific details to this but I don't have them in front of me at present.

Erich added some new boss-specific loot.

Continued polish on all fronts in all departments.

To give you an idea about what sort of stuff we are touching - most everything we are changing is media related ( layouts, monster data, particles, abilities, events ), with very little code altered - here are some quick numbers -

Since last Friday there have been 475 Media checkins ( that isn't actually a file count - it's a source-control checkin, and each one can be comprised of a number of files, or just 1 - they are very roughly comparable to a 'task' though ) These can be incredibly trivial ( like fixing a spelling mistake ) or a big deal ( a slew of files related to a boss battle or event, and there are many, many files associated with a given event, from layouts, to particles, to unit data, to spawnclasses, and so on )

There have been only 71 source checkins ( these are primarily bugfixes, and the aforementioned changes for waypoints/town portals and recipes. A task can often have multiple checkins associated with it, and then rounds of bugfixes after implementation. )

In the upcoming week, it is my aim to complete Act 2 polish entirely if I can, and then to do go through all the class skills and do a tier polish pass - then I will move on to help Marsh out in his pass on Act 3. Then we'll both jump to Act 4 and polish the last short stretch of the game together, doing some passes through NG+ stuff as we do ( Matt will be working on that as well, probably while we're still wrapping Act 3 ). After that, well, we're done.

Next week QA will be hitting Act 2 hard now that it is nearly tied off, looking for balance issues and any progression bugs that may have cropped up due to my changes, or obscure network issues with scripted events ( the more complicated they are, the more testing they require in multiplayer )

Hopefully that gives you a pretty good idea of what we're up to, and you can get a sense of how far down the field we move each week based on previous posts. I hope it also gives you a general sense of the items that remain to be done before ship. Sorry I don't have a sweet infographic this week! Too busy just workin' on the game.

Thanks all!

Travis

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Aug 2 2012 04:44pm
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