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Author Topic: Tick...Tock (Neut Obj, Music/Animator text, UT3 Spy, MT, Lakehouse Dev Comment)  (Read 13011 times)
InvisibleMan999

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« Reply #75 on: October 16, 2008, 06:23:23 PM »

I think graphics quality is somewhat overrated.

Team Fortress 2 is really popular and the graphics on that are pretty damn primitive for the time.

Given what we've seen already from the PS artwork, it's going to look great.   

What will however make-or-break PS is going to be player accessibility. The tutorial has to be great so people can know how to play quickly.
« Last Edit: October 16, 2008, 06:28:13 PM by InvisibleMan999 » Logged
Rambo
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« Reply #76 on: October 16, 2008, 06:58:18 PM »

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I think graphics quality is somewhat overrated.
so fucking true about today's games...

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Team Fortress 2 is really popular and the graphics on that are pretty damn primitive for the time.
from what i've heard it's technically pretty hard to get that smooth comic look, but this look is one of the main reasons that makes tf2 so unique. in fact, tf2 was one of the very few good mp releases lately because it focused around innovative teamplay and cared shit about realistic graphics.

Quote
What will however make-or-break PS is going to be player accessibility. The tutorial has to be great so people can know how to play quickly.
we definitely should try to make the access for new players as easy as possible after the attention we'll hopefully get from the msuc. this includes a clean web portal, an easy installation, a good tutorial, a replay system and maybe some tutoring programs.
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totally into deep and intense 2on2 action...
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« Reply #77 on: October 16, 2008, 07:15:38 PM »

Dont worry about that. We got an expert on that on the team, and I know the basics of it too Wink
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Hyrage

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« Reply #78 on: October 16, 2008, 08:59:30 PM »

Graphics whores everywhere.
If the actual games suck on the market, it's because you complain too much about these instead of how it plays.

Your fault.

(kidding)
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Tidenburg

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« Reply #79 on: October 16, 2008, 09:54:40 PM »

Neth, I don't see what you are talking about? The stage is lit up so it should be bright? Any quarrel you have with it is obviously so hard to spot you'd have to be really bored in game to notice it, so far all the level shots i've seen look spectacular.
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« Reply #80 on: October 16, 2008, 10:14:39 PM »

I think he means the gloomy bloomy effect on the different surfaces caused by lights.
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Gui Brazil
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« Reply #81 on: October 16, 2008, 10:39:42 PM »

All you've seen is a few models and parts of a map, which is the easiest part of making the mod.

Just for the record: it might be easy if you're using the models that come with the editor, but try creating them all to see if it's such a piece of cake. You can't compare modeling to animating (or rigging or whatever) because they're totally different things. It's like saying doing a skycraper is easier than making a bulldozer move.


(I'm not trying to offend anyone, just saying my pov)
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Hyrage

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« Reply #82 on: October 16, 2008, 10:50:07 PM »

All you've seen is a few models and parts of a map, which is the easiest part of making the mod.[/u]

Just for the record: it might be easy if you're using the models that come with the editor, but try creating them all to see if it's such a piece of cake. You can't compare modeling to animating (or rigging or whatever) because they're totally different things. It's like saying doing a skycraper is easier than making a bulldozer move.


(I'm not trying to offend anyone, just saying my pov)
And it also mean that programming is the only hard thing behind a game, what is compeltely false. It can take an entire life to master only of of these (3D modeling, 3D animation, Level Design, AI Programming, Tool/ Engineering, Game Design, etc).

I'm sure you meant, showing a "picture" is the easiest part of a mod.
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« Reply #83 on: October 16, 2008, 11:20:55 PM »

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What will however make-or-break PS is going to be player accessibility. The tutorial has to be great so people can know how to play quickly.
Uhh, about 1% of people are actually going to play through the tutorial. The other 99% are going to pick up the game, log on, try to play for 10 minutes, and get owned. The majority of those won't "get it" and will say the game sucks and move onto point-and-clicking in CS.

Remember once upon a time when we had these things called game manuals? How many people actually read those? Not too many.

If it comes down to including an extra map or fine tuning some gameplay element, or making an omfg in-depth tutorial that no one's going to use, I'd take the former.
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« Reply #84 on: October 17, 2008, 02:40:37 AM »

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What will however make-or-break PS is going to be player accessibility. The tutorial has to be great so people can know how to play quickly.
Uhh, about 1% of people are actually going to play through the tutorial. The other 99% are going to pick up the game, log on, try to play for 10 minutes, and get owned. The majority of those won't "get it" and will say the game sucks and move onto point-and-clicking in CS.

Remember once upon a time when we had these things called game manuals? How many people actually read those? Not too many.

If it comes down to including an extra map or fine tuning some gameplay element, or making an omfg in-depth tutorial that no one's going to use, I'd take the former.

agreed
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Hyrage

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« Reply #85 on: October 17, 2008, 03:21:13 AM »

 Grin ... I'm 1% cooler  Shocked
+ 10 EGO pts
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« Reply #86 on: October 17, 2008, 06:21:37 AM »

I'll honestly be surprised if the mod ever gets finished in the first place. I've seen a lot of "big idea" mods fall by the wayside because A) they can't find people to fill an integral spot (in PS's case: animators) and B) the people who are working on it get bored/have other commitments/move out of their parents' basement/get married/whatever.


I honestly believe, that this mod will be completed because due to the results we have been seeing, if we didn't see any progress what so ever, then it would be safe to say that the mod is in trouble, but

stuff is being produced , so the key is to think positive in this situation, thats just my two cents.
All you've seen is a few models and parts of a map, which is the easiest part of making the mod. Those models still need to animated, the game needs to be coded, tested for QA, and recoded until it is in good working shape.

You couldn't be more wrong. We've shown you two completey and original character that took hundreds of hours to complete. We've shown you an entire map, completey custom that also took hundreds of hours. Not to mention the hours spent by our modelers modeling completey custom props for the level.

Asset creation, level designing and world contrustion are by no means the easiest part, in fact some would argue them being the hardest. This mod is past the point of no return, thanks to the past year of our artist working to finish the characters and Lakehouse. More then half of the job is complete, its a matter of when the Mod will be finished, not if.

Well, I don't know this "technical language". I may only guess what words like "shaders", "textures" etc. mean but despite that I'm still able to say if something looks good or not. I assumed that because you work on ue3, the graphics will be similar to what we can see in ut3 but unfortunately they aren't. The general question is: Will the game look better than it looks now ? Will things in this picture, for example the stage, look better ?

http://www.projectstealthgame.com/public/screenshots/maps/lakehouse/lakehouse1_prealpha.jpg


It seems that my question hurt your feelings and I apologise for that but calling someone an ignorant only because he doesnt know appropriate technical language doesnt look very professional to me.

It's not possible to hurt our feelings, and thinking you did is kinda funny. Anyway, I'm pretty sure no one specifically called you ignorant and all of the dev team's post have been professional.

I don't care if you think it's not good, I'm not 100% happy with that screenshot either, but the Level isn't complete and we still have plenty of time to improve it.

What I do want you and everyone to understand is that you need to stop comparing PS with UT3 just becuase it uses UE3. PS will look as good as we can make it, not worse, not better. At the end of the day, we are trying to make a good SAM game, so that we can all get over CT and move on. Also, I mean com on, PS already looks 100x better then CT, what else matters? You aren't buying PS, why do you care whether or not it holds up to a Top of the Line game you have to buy on the shelf?

Out of curiosity, I do want you to specify why exactly you think that screenshot looks bad.

Anyway, why doesn't everyone just drop the subject, and hold onto graphical debates and stuff until the mod is ACTUALLY release and you can see the game for yourself on your machine. Then you can make accurate judgments.
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ChickenSkin

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« Reply #87 on: October 17, 2008, 09:37:16 AM »

You guys should remember that PS is STILL at PRE-ALPHA stages.
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LennardF1989
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« Reply #88 on: October 17, 2008, 12:26:47 PM »

Did I miss something? Busy week, hehe Roll Eyes
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« Reply #89 on: October 17, 2008, 02:06:59 PM »

Tutorial will most likely be necessary for first time users. To differentiate between returning uses, we might have a few questions which lets you skip the tutorial in like 10 seconds. Just an idea...
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Treat your customers with respect you make more customers. Treat your customers like pirates, you make more pirates.
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