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Fly On the Wall Series Lets You Trail the Dev Team - Crowfall Videos - MMORPG.com

SystemSystem Member UncommonPosts: 5,023
edited April 2018 in Videos Discussion

imageFly On the Wall Series Lets You Trail the Dev Team - Crowfall Videos - MMORPG.com

Art Craft has introduced a new video series called "Fly on the Wall" that literally lets viewers take part in a piece of a day's development of Crowfall. In this episode, the discussion viewers are made privy to is one surrounding World Building with several members of the Crowfall team.

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Comments

  • ScotScot Member LegendaryPosts: 13,329
    One step away from stalking for our Crowfall fans. :)
    ThupliJamesGoblin

     25 Agrees

    You received 25 Agrees. You're posting some good content. Great!

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    Now Doesn't That Make You Feel All Warm And Fuzzy Inside? :P

  • WizardryWizardry Member LegendaryPosts: 17,858
    edited April 2018
    So every time there is a mntn pass with a road it will look exactly the same.This is just oen small example as to why hand building the world is a million times better than automation.
    I am not going to start posting links again,i just know 1-2 people can make an entire well done map in one month and depending how many assets,variations 6 weeks tops.So a small team of 2 can build the whole game world within a year.
    That is of course not including the texture/sounds/music teams. This automation was also noticed in the start of the video "press the auto draw make terrain faster".So obviously this tells the engine to cheapen the terrain/poly count instead of the effort to build a really creative cool looking world and then testing it.
    This is just one small area where game design is giving us more automation and less quality gaming all to save time/cost.
    This also sounds like they are using TILES which would make sense but again not the type of world i want to see.
    This is also the type of design theory that should go into the PRE building phase,you need to have a well worked out design before the game starts to build itself.

    This is again a very small sample as to why small teams,limited budget game design just doesn't cut it for me,i need to see a HQ build,similar to Epic games employee who made Epic Citadel.That is the way i grew up and how other people were designing maps,it was not often about automization although yes i have seen people in the past use several engines to recreate an exact copy of an image and turn it into an actual 3D map.

    Never forget 3 mile Island and never trust a government official or company spokesman.

  • Jamar870Jamar870 Member UncommonPosts: 457
    But doesn't the total poly count for a scene impact the FPS? So if you go for a high or medium high scenery and still have high poly count for the toons that you would a pretty decent machine to run it on. Also what is the base machine they are aiming at as being minimal?
  • ElderknightElderknight Member UncommonPosts: 301

    Wizardry said:

    So every time there is a mntn pass with a road it will look exactly the same.This is just oen small example as to why hand building the world is a million times better than automation.

    I am not going to start posting links again,i just know 1-2 people can make an entire well done map in one month and depending how many assets,variations 6 weeks tops.So a small team of 2 can build the whole game world within a year.

    That is of course not including the texture/sounds/music teams.
    This automation was also noticed in the start of the video "press the auto draw make terrain faster".So obviously this tells the engine to cheapen the terrain/poly count instead of the effort to build a really creative cool looking world and then testing it.

    This is just one small area where game design is giving us more automation and less quality gaming all to save time/cost.

    This also sounds like they are using TILES which would make sense but again not the type of world i want to see.

    This is also the type of design theory that should go into the PRE building phase,you need to have a well worked out design before the game starts to build itself.



    This is again a very small sample as to why small teams,limited budget game design just doesn't cut it for me,i need to see a HQ build,similar to Epic games employee who made Epic Citadel.That is the way i grew up and how other people were designing maps,it was not often about automization although yes i have seen people in the past use several engines to recreate an exact copy of an image and turn it into an actual 3D map.



    Think the reason why there building auto generated world creator, Every 3 months we get a new World to explore, also they will have multiple worlds going at same time with different Rule Sets so Will be seeing a fresh new world very often, so if they start with say 3 worlds with each having a Rule Set, and add couple more during the first couple months you could have New worlds popping every month.
    JamesGoblin
  • JamesGoblinJamesGoblin Member RarePosts: 1,242

    Jamar870 said:

    But doesn't the total poly count for a scene impact the FPS? So if you go for a high or medium high scenery and still have high poly count for the toons that you would a pretty decent machine to run it on. Also what is the base machine they are aiming at as being minimal?



    @Jamar870 It certainly impacts FPS, and Crowfall's scenery - and especially toons - are quite low poly. I am not sure about minimum requirements to run it, but if I remember forum comments well, it should be something average in a couple years - i.e. when the game, in my estimate, launches.
     W...aaagh?
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