#ue4-general
1 messages ยท Page 135 of 1
dont wanna play so u just say
"science and data and stuff"
how bout fuck urself ๐
I don't even really need to respond to that. ๐คท
You could have actually tried to make some argument, rather than create a basis for <@&213101288538374145> to act on.
felt my args were reasonable sorry your highness doesn't approve
you opting for force is pathetic tho
didnt get ur way , hit I win button ... so wack and so weak
Anyways, while he does what he do. Even the ethical argument about someone else competing with PUBG is pretty absurd. I'm trying to find the exact dates here for when PU started making this genre of game.
In otherwords, how long he's had to capitalize on this design that he's implemented and reimplemented at least twice commercially now, possibly 3 or 4 times from the initial conception as a mod.
@chilly sun No need to resort to that type of language mate. Calm it down, this is your first warning. Keep it professional please.
be specific Im uncertain devils
yeah, simmer down buddy
You know exactly what im talking about.
Mind that PUBG was developed by Bluehole, with PlayerUnknown, so we're not talking about a big AAA studio stealing an indie darling's child - this genre has been going on for something like half a decade at least, with iteration by both the "original" author, Brendan "PlayerUnknown" Greene (who absolutely deserves credit for sticking to it, implementing it, iterating on it for years), as well as others.
I dont think I actually used any specific bad words but I was being sorta obnoxious and I do understand "tone it down"
Bluehole, of Tera fame. Not a tiny developer.
/ timeout
well like I opened with, ppl dont like douchebags
Looks like the specifics are that the Battle Royale mod for Arma 2 was launched in 2013.
Oh, hell no.
But they claim to be
They made Tera. A Korean MMO.
well, depends on your definition of indie
So a solid 5 years to capitalize on it, which lead to H1Z1 for Sony/Daybreak, and then PUBG for Bluehole.
I prefer "not owned by a major publisher"
are they?
They have 5 divisions
as far as I can tell, they are only owned by an investment group
One of them is the Publisher
which is a bit different
Neither in spirit or by definition are they independent.
Aye
Not that there's anything wrong with not being independent.
the problem with indie is evokes this idea of skunkworks small scale development, which the definitely aren't
i mean, that's just me musing about indie vs not indie
not really about bluehole or pubg
TBH, I don't understand why we don't have I and II and AAA yet
But trying to pit it like they are the small fry going up against the big guy stealing their idea is absurd, but exactly what they're going for.
III, oops
to mess it up even more, pubg production values are relatively low, very indie like
*BH isn't III either btw, they are full on AAA
lots of marketplace assets slapped there
most building are same
it's copy/paste job
I think his point is that they look like it due to the quality of the content.
So it helps their argument, in the public eye.
I wonder if they had put out this game 20 years ago
I have no hate for PUBG. Honestly, I don't even like the genre in general.
Would people play it? Would they think this was a meh looking "Indie Game" or "Trash AAA" game
ยฏ_(ใ)_/ยฏ
Can't hate on their success though
I mean, let's be honest. Imagine loading up on $36million easy within 6 months
if u don like genre and say no hate.. its a bit off altho not really ... there is a dislike in the sphere n stuff
This was largely a derail from that other guy when I was just trying to make a point about free engine support likely suffering due to a shift in focus to quickly mobilizing on the window of opportunity FN BR affords.
As in, I don't like the genre, so I don't care about one versus the other.
aye yea thats fair
Professionaly, yeah, I care about FN's success, but I play a small part in that and have very little visibility outside of my workload.
wait ur biased style? :v
I'm not pretending I don't have a motive for bias.
there are a number of pain points in the engine that make larger scale multiplayer games... difficult
Is gotta reparse datas
But 4.19 got all those goodies @snow crown
When you were busy lambasting me, you didn't take in to account any of the details about who you were even talking to.
no u did me
oh boy, I get to see Sion slap someone down lmao
Nah, I hate having to do that, and I suspect in this case it'll only lead to further accusations.
hehe
we'er not re opening are we?
(I'm joking btw)
I f8 you!! ... (attempted humour)
but, yeah, I disagree that the rapid mobilization hurt the engine
you probably know more than I do
To me it's interesting to try to piece the whole situation together because it affects me and I actually have relatively little data to work on, but most of what's public is the obvious part - FN BR is first to console markets and will probably beat PUBG to some Asian markets on a wider scale.
but I think in the long term, Epic dealing with the same issues other teams doign larger scale multiplayer games are dealing with will lead to a better and more optimized engine
And certainly, having one of the "Googles" of China, Tencent, is going to play a role in that.
even if that means that a number of features are delayed
Aye.
It sucks to not get as much engine support, definitely, but free engine support doesn't pay the bills (immediately or directly).
gut feeler ... "o hey pubg made a thing thats special and has audience.... we can YOINK that!" ... thoughts of epic
lord knows how many time I looked into the abyss that was the actor relevancy code and it just stared back at me
gut feeeeeel ***
Nevermind that Battle Royale launched without a monetization scheme built-in.
'you will neeevverrrr optimize meeeeeee' it screamed as it ate all our CPU cycles
While trying to maintain a civil argument, I've explained why that doesn't really make sense, @chilly sun.
Consider that what PUBG is started in 2013. 5 years ago.
whats a civil arg?
Then was done again with H1Z1.
and why do u feel a aneed to highlight it?
I want PAID support though...
just why
Was done by someone else in 2016 in the form of The Culling.
It was one of my suggestion, something in between AH/Forums and UDN
Ark launched Survival The Fittest, another entry in the genre.
Maybe even monthly subs
I'm down to theorize about it
It's not like devs are going to be posting bug reports and such every single day
Here's my thinking: Finding the middleground between free licensee and custom licensee is tricky.
If you make a monthly subscription, you have to guarantee a decent level of support.
Free licensees, 99% of them will never make Epic a penny.
Let's say we do $50-$100/month. To be feasible... let's say Support techs make $40,000. That's $111/day per tech that you would need.
At least, to get those extra bodies in
Custom licensees likely do upfront, can't know for certain, and some residual.
let's say 1000 devs opt in
Ah, but who are those support people?
$50-100k
a month
So
This is the kicker
You could PAY, full-timers bonue/overtime pay
with this cash
So they would be working outside their normal business hours
That's one way
Obviously the other is hiring more techs
On paper, sure, but consider the hardest resource to acquire in order to support some 1000 devs. I know, of course it's not 1000 people clamoring for constant support, not saying that.
Aye
Did you read about that Unity article?
Where they hired out 50 students or something
It can't be joe schmoe from community support. Can't be some temp staffer.
and they 10x their bug report submission
and fixed a crapton also
Here it is
I think to some extent that was the idea with Pull Requests, but in practice, PRs need to vetted heavily.
Hold on a second
Well yeah
Those are just QA, no?
That's not what you want to pay 50 to 100 a month for, to have some student reproduce your issue - that doesn't get you a solution or a future fix.
Well, obvbiously it would be nice not to hire students lol
Student or not, my point is the knowledge and expertise.
Aye, and I agree
But, if you don't hire new devs
They won't get experience
And if Epic doesn't want to use existing devs, that's the only way
TBH, if they would just get the community support
It would help matters a bit also
Aye, but again that takes time. I suspect the actual number of people who would pay 50 - 100 a month is actually very, very small.
Ah, but there's another factor here
plenty of folks paid
The less expensive it is, the lower the barrier to entry and... well..
... the lower the quality of poster.
Aye, but..
AnswerHub is useless for that reason.
I know a crapton of devs that won't pay $10 for a Udemy course
because they are "broke"
so... $20 is probably decent deterent
$20/month
Maybe. Maybe there's a sweet spot.
And maybe it's a good idea. I'm just not confident that it's totally viable.
It needs to find the right demographic to be worth doing, part of that is the pricing, and then actually executing it means having the staff to do it - the human resources to do so at current literally produce more value on other "return on investment" projects, like FN BR.
ue is impressive as hell.... -> education++ ftw
The added difficulty there is hiring new people to do the support - they need to develop experience over time, but the time's not the only problem.
They won't just get better because time happened, they need to actually be working on projects to get that Epic experience, the expertise and knowledge. But in the mean time, they're a production and management burden on those projects.
@livid haven TBH, this type of work is best suited for remote devs
And there are plenty in the community that could or would take up such a challenge, and would probably be rockstars
And you'd get them at 50% off
๐
or whatever
"epic experience" .... (had to highlight)
Finding good contractors is really, really hard. The only ones that Epic takes on directly, that I know, are basically one guy who was at Pitbull Studios before it became Epic UK... and then me and like 4 other people who worked at a tiny studio that Epic had contracted otherwise.
(We all went solo due to said tiny studio having financial troubles.)
Aye, not saying it's not hard
But they should put in a bit more effort into the possibility
I think that's all anyone's asking
In that thread
I don't disagree on that though. Having community members who are already great and paying them to do support? That's a solid idea.
Just a little more effort, into doing something about the situation.
I think Epic had hired Tom Looman for a bit or something, no?
Maybe contracted?
I mean, that's just one case, but yeah.
where's tom? looman .. yea where is he? no that was the answer dude....
I dont... .. o come on it's funneh ๐
I literally did not understand any of that.
brit loo
I don't know what Tom Looman did while he was working with Epic if he was and I'm not just misremembering.
And if it was, it was a while back.
it wasnt very smart on high level .. it was wankish stuf :=)
So it would seem Epic is open to having vetted community members produce content/support for them.
I imagine Tom himself played a role in actively seeking that out though or managed to get wrangled in to it by someone internal that he networked with.
nods in continuation .. erm...
nods in a way to bring forth the next statement ** there ! ๐
That was it. I was giving an example of something somewhat like what Victor suggested. Not saying "Here, they did it" but "They did something like that, maybe they could do more".
yea wa s just cuz felt liek ball was without motion
victor contemplating a response hard...
๐คท I would not be opposed to Epic trying to contract some big community members to produce some content while the main staff is busy chugging along at whatever.
And the FN BR prioritization thing is just a theory based on common sense. I don't know. People come and go. I've never had visibility on such things, I'm not an employee nor in the offices.
Nah, not interns, more or less what they did with Tom Looman it looks like.
Have him produce higher production value and depth community content for pay.
At least, that what's it seems like they had him do.
ttheyre milking fn br while pubg has the audience to be stolen
kappalordeh
dont get mad I had to tease ๐
Hey bros
It's a very pessimistic view of that, but ultimately, sure. I'd feel awkward about it and have to silently agree with your view if not for the half a decade of others trying and failing to do that - even technological patents expire, you only get so long to call dibs on your idea before other people get to try and do it better than you. It incentivizes people to take a risk on things that are new and novel without being outcompeted by those with more resources but less capacity to generate novel ideas. Not that patents even apply to game designs anyways, but if you were to make that argument, there'd still be a basis for saying "You had your shot, multiple times, for years - it's fair game.".
Do you have any model/animation resource download site?
who #novelmode :v
Besides the marketplace, dunno. I've mostly ripped temp assets from other stuff and used a few marketplace assets for prototyping my own stuff.
I think we totally agree at end of day sion ;p
I said to friends as well that pubg needs to move their butt or they wack whiners
epic pushing them could even be a good thing
In unreal marketplace most resources are not free
You didn't specify free. ๐
I was going to say, competition can force them to prioritize, definitely.
thanks,I'm checking
There's a middleground to be had between having the big guy bully the small guy, but also not letting the small guy hog a good idea that they can't execute, keeping everyone from benefiting from the idea. In game design, there is zero protection for that, because game designs are not IP - the assets are, but the mechanics and such are not.
I just think this is a case where the small guy has had the time and has become a big guy.
long drawn "word" bro lol
escalated - I dont even totally think patents and copyrights are sensible.. "I came up with X ... only I can make X!!!" wtf even... but for some thing and cases yea ok
@plush yew collapse to function or macro?
also learn to use reroute nodes and sequence node
I'd personally favor functions
anyone here using Substance for stylized textures? I'm currently using Quixel but I'm planning to switch to Substance. I was wondering if it will be worth it
like, don't implement tons of logic in single graph
exekiel - there ARE cleanup tricks, but main advice --- embrace the chaos ๐ (make cool drawings with it ๐ )
@plush yew Use the reroute nodes.
Extensively.
@chilly sun The motive behind IP law is just that - to incentivize the production of new creations, otherwise small guy A comes up with an idea, tries, and big corporation B immediately does the same thing 1000 times better, so why should the small fry even bother if someone else is just going to do it faster and better?
The idea is that they should only have exclusiveity for a period of time.
word but B comes up with stuff rapidly and A never gets anything
my last wasnt 100% true but stereotype kinda thought thing I duno
There are, of course, other issues with patents in practice.
Those have more to do with how they're enforced, rather than the actual concept.
Patent trolls exist due to how the legal system is implemented and enforced, not because patents are inherently flawed and produce the ability to be a patent troll.
patent trolls ? xD
Not familiar with the term?
no but made my brain spark a little with ideas
ambivalent feels on them ...
oh god ppl are wack + lol ppl are so wack
A patent troll is a typically a business that owns the patents on various things and doesn't actually apply them in any way - they own the patents entirely so that they can sue other people for trying to use the patents they own.
aaaah right like that
And typically the patents are absurd, but they have more money than you so you won't beat them in court - they'll force the process to take so long while you're unable to do business that you'll go out of business.
Pretty much
punchng the keyboard a lot doesnt make u malevolent* .. ๐
@plush yew I also recommend using local variables, that way you can assign the value once and then use it all around the graph after that (just make sure you've assigned it before use)
The most famouy, to me at least, was the company that basically sued any company that had a "shopping cart" for their online store.
that way you don't have to run miles long wires
For further reading: https://arstechnica.com/tech-policy/2013/01/how-newegg-crushed-the-shopping-cart-patent-and-saved-online-retail/
newegg did that? so that's why everybody vibes weirdly when they say newegg?
Newegg has a lot of money and a patent troll tried to sue them. Rather than give in since paying the licenseing fee was cheaper than trying to fight it out in court, they decided to fight it in court.
aye
Up to you if you want to believe it was because they wanted to make a stand... or because they knew they could win and were thinking of the long-term permanent cost of paying this licenseing fee forever.
it's even gonna end up producing more "profit" cuz others are now able to do things you can then do things with and
I wanna abort that phrase I lost control xP
Either way, they decided to fight it and pump a lot of money in to fighting it, eventually causing the patent to be invalidated I guess.
meh list possibles, figure out which makes best sense.. expect it to be wrong
the usual, right? ๐
they did it cuz it was right thing to do.. let's just blindfold on that
Hey guys is it better to self publish these days or seek a publisher?
๐
so.. random halfcooked idea of stuff... ue learnings -> PUGs!
that's ... .. that's it...
like, dev pickup groups
Hey all. So I've been learning UE4 for 2-3 years now (game development as a whole for 5-6 years) and I'm at this point where I've watched every tutorial, taken courses, read the books, and I get the gist of it. I'm in highschool and have been in school throughout the learning process so that has hindered it a little, but I've still learned a lot. It seems like I'm not really able to gain anything through tutorials anymore since the basic things I already know how to do, but when it comes down to more complicated and original things, and more specifically creating my own unique mechanics, I'm lost. It's for this reason that I haven't been able to actually complete any games yet. Where do I go from here?
you mean thinking of any creative ideas?
Well that too is a big issue for me, but I mean actually how to make things
like what?
For instance, I get ideas for an AI or a new game mechanic and I have no idea how to create them
ah
Like the one I put recently in #blueprint
ehm, hi, Im new to this Discord, and Im looking for a place that I can ask a question
Practice trying to break down systems into their component parts.
@sacred agate Ask your question in the appropriate channel. If someone has an answer they will respond. Welcome to Discord ๐
btw @proven aurora
@weary basalt thanks , but im new to UE 4 as well, so, I dont know where should I put my question in ๐
What is your question?
even if you have watched a whole lot of tutorials, that doesnt neccessarily mean that you have to stop watching them
like
eh, I created a new material, and it doesnt show on my landscape when I drag it in. My landscape is just black
Ok so you could ask that in #level-design
@proven aurora forget about tutorials after basics (unless you need some specific info)
if I wanted to find a way to render hands in front of everything: I would first looked it up something like "how to render mesh in front of everything" and look at what people have done in the forums
just start making projects
thank you, I appreciate that ๐
you learn way better when you are forced to do things yourself
@sacred agate landscape has material slot
and if I cant find anything, rephrase the question
"how to render 3d objects in UI"
and keep going from there
just keep looking around at different methods for doing things
@olive wigeonnto I put it in the landscape material slot, and it turns into black, nothing changes even I wait for hours
and see which one fits best
how to learn stuff can be harrrd... do all cliches about learning tho fo sho
maybe a good comment is... any problem can be described in a whole lot of ways, sorta like a paintin can speak a thousand words .. describe things in as many ways as you can
^
and a solution which you can use will appear.. n stuff
Where I can provide Unreal feedback? I think Unreal needs to update its documentation.
Yeah
Post on mine @peak light
@desert gorge
so many of you
The last one for docs
I am super surprised..
At the lack of Audio guides for UE4 there are
Or is my Google Fu really that bad
There's a book, that would probably be great https://www.amazon.com/Game-Audio-Implementation-Practical-Unreal/dp/1138777242 ... I would buy paperback...even if it's a few years old... but I need it now... and that Kindle price...wtf.... why is it higher than paperback .... lol
Hope this Audio Stream is good
@desert gorge most UE4 docs are fine IMO
only thing that's really bad is c++ api docs
sure, they don't document all niche feats properly
but in general, the docs for the editor and blueprints are fine
when I mentioned this to Lauren (when she was still a technical writer at Epic), she appered surprised and just told me to post on forum what c++ docs need improving
it was kinda pointless discussion as my answer was along lines "most of them / almost all api docs"
well, c++ intro docs are fine
but that's about it on c++ side
one does not really learn the engine from c++ docs, you need wiki and some other lucky guessed where to search for answers
docs are almost guaranteed to not give you the answers you are seeking for
on engine ppl usually tell me lookin at source is best way
but thats areally long detour
he's suggesting unity docs aren't that good either
good practice probably but uuuugh ๐
I find Unity API docs the best, even better than msdn
yeah, you often have to learn from sources
I feel like we should just take down the C++ docs entirely, altogether.
They serve absolutely no purpose.
my common order would have been 1) google 2) wiki 3) source code
unity seems to be pushing a good bit altho ue seems just so much better (I have no backu for statement :p )
Except for people to bitch about them.
maye cuz api :shrugs:
- official docs
The C++ docs are just the comments and names from the C++ code, reorganized.
yeah, those c++ docs are useless
I mainly used those to see the class hierarchy
but they don't really tell you how to use the things
and they tend to get the comments a bit wrong cuz of the .. something...
there's like an offset that kinda happens
Comments are wrong because of a million reasons, but yeah.
or skip/switch... dunno
I mean, the older and more "core" ward a class is, the worse the code documentation gets in some ways.
yeah, and the comments usually just state the obvious that one could already figure out from function/variable name ๐
lot is both whinable and forgivable tho
the comments actually serve more purpose for people reading the source code
as input params are explained there
at least they do that
those of you that have worked in the game industry, how valid is being good at decorating/lighting levels and creating layouts as a position, because that's all i'm good at
there are people who do that for living
hey guys I got a question
I think only being able to do that means you've got very few prospects.
say I have a particular IP which I make a game about
Some people do that for a living, but they probably worked their way to specializing in that.
@warm mountain Do you own this IP?
yes
Carry on then.
yeah, I don't suggest it would be easy
there are tons of people who like to build levels
and its already published by a publisher company that
way less those who can do the other tasks
doesn't publish games
For clarification, you own this IP and have licensed it to a publisher?
Via legal documentation?
looking for tutorials on setting up perforce for a solo project
@urban kettle There's now a #source-control channel. ๐
NP
so if I were to make a game would it complicate to find a seperate game publisher?
Depends on your legal agreements.
Yes, but you have licensed it, I don't know the terms of that license.
it really depends on your contract
The license may say that they have exclusive rights to publish your literature, but nothing about games or movies.
Or maybe it does.
Or maybe only for certain countries they are able to distribute it in.
well they have the rights to publish the book and distribute it regionally
and the rights to use the title/name?
If you're sure, then... yeah, you can go finda publisher, sure.
they only have distribution rights mainly
anyways, ultimately, you are only one here who knows what you have agreed on
As to whether it would complicate things, yes, inherently. I mean, more contracts, more entities involved. But the two shouldn't really be involved with eachother, ostensibly.
there's no common practises that would apply over your written agreement
fair enough
smells like nitpicky detaily stuff would be only in the way
so asking here doesn't really do much good
well another question I wanted to ask is
prance under impression of just book stuff .. so unless sneaked in, should be good eh
also, I'd strongly advice against asking any legal advice online ๐
regarding indie publishing
people have really strong opinions on licensing etc that are often totally incorrect
your contract is probably human readable, just read it through slowly just to make sure you don't miss anything
Aye. And double check with your attorney anyways.
if it's a huge financial risk, run it through lawyer
Just to be safe.
yeah
a friend of mine is an ardent believer is self publishing and making the contacts to different news and marketing agencies independently
to have control over the direction of marketing
Of the game?
I am trained in marketing though not for the gaming industry
since I'm a travel agent
you can easily get screwed over with game publisher
I feel like marketting when it comes to indie games is basically entirely grass roots.
Or paid advertising to a very specific demographic-fitting community.
also when most of the indie market is digitally distributed, you don't even need the publisher for anything but for marketing
eeyup
And funding, if they're also handling that until you've got a proper release.
They can also sometimes handle localization.
so there are 2 paths presented to me
I dunno if many publishers really fund new game startups easily
what's the level of reasonableness, if we can call it that, for an indie to pop a tv-ad ...?
you'd think there would be long line if they did
and publishers aren't that stupid
yea
No indie is doing a TV ad
my gut feeling is
ye k lol ๐
get a proof of concept going
"that bad huh" ^^
and build up some contacts with editors
Guys I need some help
and streamers
If you're a digitally distributed game, your demographic is probably not people still watching cable TV yet play PC games and manage to download them digitally.
and than release a demo and get a kickstarter going
Nor can you afford a TV ad.
you don't want streamers to play your game until it's almost ready
this game is targeting only my region though
yup
I mean to just get their contact first
wait
CompilerResultsLog: Error: C:/Users/matth/Google Drive/Star Wars Battlefront III PC build/SW BF3/SW_Battlefront3 4.15/Source/SW_Battlefront3/BF3GameInstance.h(22) : Error: Access specifier public not allowed here.
you can't just get popular streamers get interested on your prototypes
@livid haven .h actually
they get tons of finished games to look at
...
that I understand
and even too much of those
It means C Plus Plus
As in ask in that channel.
fok
lulz on fork
How do Is top UE4 from importing a skeleton with multiple objects as individual objects? I thought it was supposed to combine them into one single skeletal mesh but on my side it's just putting them all as individual parts
It's supposed to be a robo hand. But obviously that's not working out to well.
You can (I think) combine objects while importing (there should be an option)
@gloomy horizon
@livid haven Discussion is quite old, but you know what I wondered?
PU was pretty mad at Fortnite, right?
Aye, seemed like it
There is also another UE4 game, few months older, who builds completely around Battle Royal
No one leaves a word on that.
Didn't know that one. Haven't touched ark due to the performance
Same thing though, big "battle royale" mode added to a game that wasn't originally battle royale at all.
I kind stopped reading comments below Fortnite posts.
I don't get when gaming communities got so toxic
Welcome to The Culling. As a contestant on this deadly game show you must explore, scavenge items, craft weapons, and build traps that will enable you to slay your fellow contestants and emerge victorious before the end of the round. Only with cu...
$24.99
16313
Reviews are bad
I think "battle royale" mode is only a problem if it is succesful ๐
But well
Yeah, pretty much. Social media and media becoming more social.
I mean, did you read the recent stuff below fortnite?
can you give us a link? ๐
I only read great things about fortnite myself
Would need to search
I've seen a fair share of criticism about the actual game itself, fair criticism that we're actually looking at and trying to iterate on.
Mostly what I read about Fortnite is from the Destiny reddit, and it's always "I'm playing Fortnite now instead, it's great".
They all are like "Gives us V-Bucks for free." "Let us earn V-Bucks through BR instead of the PvE game!" "I don't want to buy the game and spend money on it!"
I'm sitting there "Dudes, game is free. Main game is becomming free..."
I can sympathize with the frustration that a game that was announced to be F2P launches and...
... costs at least $60
Well the thing is, it doesn't.
With multiple tiers well above $60.
To be fair, the Fortnite review I read spelled out something like "great game, terrible business model that feels like a fuck-you note"
Right, but early access is bullshit. ๐คท Early access is "we're not technically released so you can't fault us".
@livid haven Aw. We wanna do our game through early access ๐
Since we don't have resources to complete it in full
To be fair, if the game has a stable base, it's more like "You can play earlier while we still add content."
Which applies for fortnite
We'd die before we finish the full scope, but we have a stable base already
But let's not pretend that a lot of games claim early access when they're effectively in post-release content development cycles.
@south ridge We're doing EA ourselves and while some players don't buy because of EA, we work hard on feedback and bugfixing and we get only praise from players
Keys are releasing a working, stable game that's not a beta
And actually listening
Warframe claims to still be in beta.
Well
We're really into the listening part
Is ARK still in EA?
Nope.
About time lol
Our game is based on real world so a lot of random advice from random dudes gets into the development process
Anyways, sorry. I think I was misunderstood or I poorly communicated what I meant.
Because everyone is Cpt. Obvious and suggests things we already considered. But everyone is happy in the end
That pumpkin ride wtf
IMO, Fortnite is not a game whose content is just still in the process of being developed and isn't ready for release.
Overall, I think free-to-play attracts the worst kind of players @regal mulch . It goes with the territorry.
It's got enough content and features to be a full release. But full release isn't the end of a game's development life cycle in 2017.
Also, yes, free to play has a huge impact on community toxicity.
I mean, not to question Epic, but there is always the idea of NOT doing early access and simply releasing it in 2018
IF you don't want the money from huge EA packs
(that cost up to 120$?!)
You're allowed to question Epic, so you don't need a disclaimer like that. ๐
I'm not. I don't know why they do that.
I have no idea about the inner goings of Epic, so I won't just state things.
Being "Beta" or "Early Access" or "released" is entirely about the message you want to send. "Early Access" sends the message that you want player feedback to drive how the game is developed. Asking for large sums of money in EA is also highly disrespectful to players, imho
I'm just saying, I can understand the criticism that it was announced as F2P, had a closed beta, and then... please pay at least $60 or up to $120 dollars?
Of course that rubbed people the wrong way.
Yeah I get that part. But the difference is: No game at all till 2018. Or early access till 2018
For people not wanting to spend money it's the same
And the BR mode is actually free
Free-to-play EA for a game that's actually paid is a shit idea
It could have been F2P all this time and labeled "open beta" or "early access" without requiring a big upfront payment that's as much as a non-F2P game. ๐คท
I don't have any insight in to business decisions like that.
And $60 for an EA game is also a giant nope
@livid haven Me neither, that's why I won't question it that much.
Otherwise I would simply state, they needed the money, but that's not fair to say.
Cause I simply don't know
๐คท
@cloud cobalt Also, yes free to play attracts that. Have you checked the mobile market?
That's where you actually see what's up. People don't want to spend money at all.
Not even 99 cent for a good mobile game.
Reason why I'm never doing a mobile game ever.
(But 100โฌ on lootboxes)
Also I'm never doing F2P
I can't speak for anyone else, but I know that we're paying attention and people can see that in the forums and reddit threads. As ever, mum's the word and no one can spout off what they want to the community.
Basically a lot of new games have that
As a dev I have a list of things I'd never do, including F2P, mobile, lootboxes, microtransactions
Fortnite's reaction to feedback is nice.
They should only do one little thing
Split PvE and PvP
So downtimes don't affect both
I, for one, feel like we've got like 15 progressions systems layered on each other and it makes the game confusing and overwhelming.
All of them interacting, too.
Dunno.
Don't take my presence as some kind of permission. ๐
Yeah, the buildings thing got posted before somewhere.
So, you're not the first to "leak" it in any case.
Ha taps shoulder
Na but, I liked that a bit more. It didn't feel like only UI.
You had visual feedback to the upgrades.
Yeah. It combined both the squads and the skill tree stuff, but in much more condensed form.
I don't know why it was changed.
Yus. And it would have allowed to open more skill trees through more buildings.
So it wasn't even limiting anything
Perhaps it just didn't present enough granularity of content? As in, you either finished it very quickly OR you finished it very slowly but didn't make progress along it except in big, length discrete steps?
Energy thing was a bit confusing to me though, but rest was nice.
Then again, I like the persistent stormshield base. That wasn't in the early times.
Having the Stormshield thing (where you extend that) and this actually being your base where you can go to the actual buildings and skill/hire etc
Like, leveling up 1/10th of a bar isn't exciting, but leveling up 1 in a play session feels good, even if that 1 level only has the effect of the 1/10th of a level up in the other system, if that makes sense?
That would give the game a lot in my eyes (in my eyes only of course :D)
Yeah, player progression
So maybe the buildings, as they were at least, just had too few chunks of "completion" or something. I don't know.
Might be, or it was too limiting to extend the map if new things came in
UI is easier to extend?
You still on the UI atm?
Yep. Forever and ever, man.
I've rewritten the UI stuff for item cards and squads like 5 times each in about 3 years.
I haven't open it lately, but there was a "bug" on the options menu (top right).
If you click it, then go into a menu from that. Close the menu and click the options again, you had to click twice (guess a boolean didn't get reset)
What we launched publically with for squads has stayed and I just, just finished the item cards again, as seen in the latest major patch like 2 weeks ago or so.
Wrote a feedback post but didn'T really get resolved :D
Ah yeah, the ones with slate cause of all the subwidgets
Huh. Well, if you can do a quick capture through shadow play or something and toss it my way, I can file it.
are there any slate tricks you "learned" through out the creation of parts of Fortnite that you are allowed to share?
We have a really good HTML5 designer who is super eager to do UI, hence the choice
it works out quite okayish i think
Sure. I mean, I share my best practices on here from time to time.
Haven't seen it lately, but was often done pre umg
@livid haven A blog might come in handy (:
We don't use a lot of UI in our game
I wanna avoid having UI to the greatest possible extent
I know. ๐ฆ I wrote one blog post, then put it on pause due to work.
Honestly, I'm struggling with personal issues. Nothing, like, serious serious, just a sort of malaise or rut.
Seems like the UI bug is fixed
Basically the MainMenu at the top right was closing when hitting some of the buttons, like feedback. And when trying to reopen it, it needed two clicks.
Sleep schedule is horribly broken, girlfriend's been out of town for almost 3 months now and will be back next month, our pet rat, the last of 5, is at death's door and in part because I failed to notice she was developing pneumonia while I was crunching hard for work.
Having authored something like 20 fullscreen menus in my game, I can recommend avoiding menu-based games if you don't feel like rewriting them 50 times.
:O ):
@livid haven Sounds like you need plenty of time off
@cloud cobalt most of our UI is placed in the game world
If you wanna fiddle with your train in our game, you fiddle with actual parts of it
I do, but it's kind of a waste until the lady's back. And I also feel mission critical with work, y'know? As far as engineering, I am 1/3rd of the actual, permanent, UI engineering effort.
@south ridge I want to do that my next game too, share videos if you have some ๐
Random other question, which half cuts into UMG:
Animated Loading screens and music persistents through them.
Anyone did that lately?
I know there are two delegates in c++ I can hook into.
However no idea about the AnimationPart. If I can use UMG or need a video
I don't know much about the loading screen stuff, alas.
@livid haven I'm 2/3 of our entire company here, and I did went through low-level burnout when we shipped. Mostly I feel like I should have stopped even earlier than I did (two weeks of 18hours a day, 7/7 work)
Or if seamless travel with the TransitionLevel comes into play
People can wait, it's just games.
Oh, it's not just deadlines though.
It wasn't a deadline for us either ๐
Like, it's not just the pressure from others - I'm told to try to keep things managable.
Just "people need this fix"
It's that if I don't do it and it gets outsourced... I'm going to regret it.
@cloud cobalt Will do, but I can't share anything until we publish our trailer
And we've had a delay with that because we were waiting on some permissions to do survey and photo work
But now we did done that and are starting surveys and photowork
Maybe I'm just anal (definitely), but I don't know what's worse - nearing on burn out by overpromsing and overworking OR the sheer frustration when I have to fix someone else's mess that I wouldn't have made.
@livid haven Mostly my take on it is that family & health can't be replaced. Work can.
Spoken as someone who works 2 jobs
Right! Which makes it even worse when family is away, so overworking can't even hurt them.
Rather fix other peoples implementation while being relaxed then implementing your own stuff without having an hour to just do nothing.
Ah, but it's never relaxed when someone else messes it up. ๐
As a freelancer, I ran into working from 9am to midnight, with an our of store+eating.
Not fun, won't happen again.
@livid haven Consider how burn out actually shortens your lifespan, etc.
I'm French, we specialize in not doing burn outs ๐
I know. And I want to work on my own project and start a studio. This is the rut.
Ha, aren't we all?
"I work too much, I deserve to take some time off, I'll just watch anime and Netflix and drink beer and play games"
Seriously though, it's just a losing proposition. You're less good at your work after huge hours, you're killing yourself and if you're unhappy on top of it, it's just not worth it
"I haven't touched my project. I haven't done laundry in a month. I've eaten out 3 days in a row. I have coffee beans and I'm still walking to Dunkin Donuts for coffee because that's less effort that making the coffee."
My 2 cents
Yeeah, buddy, not good :D
Yeah. I know. All true statements.
Anyways, wasn't really meant to be a weird therapy session for me.
not that one would have a choice when the own game has to be made but it is not possible to leave full time job yet ๐ข
Aye. I love working with Epic. Seriously. Not that it's perfect, but it doesn't get much better.
so I'm always happy to read about not working too much and stuff
but at this point i can't allow that to myself
or I'll never be anywhere
Just tune it down a bit and get some sleep & time out.
@fossil ore unfortunately not
You can't combine objects when it's a skeletal mesh
there is no option
@surreal viper I'm working a full time job and doing my own commercial game at the same time. It's manageable if you allow yourelf time, and you have time since you have the day job.
You just need to be cautious
Well, I am now, stuff's shipped and I'm taking it easier, but it's also how it goes. Right now it's calm. But holiday vacation will come up and then it'll be a mini-crunch to finish stuff before the holidays, no doubt.
I know my gf was pretty not okay with my physical & mental state two weeks after shipping
Rightly so
we just has to find balance I guess ๐ค
gf is a nurse, so she def knows about overtime
Also just other factors. I want to buy a place. That's expensive. I wasn't good about saving money when I worked at Hi-Rez so I don't have as much as saved as I should. I've been alright about this place for 5 years, but having a woman instantly killed at my train station by a stray bullet from a drive by, right next to her husband... kind of escalates that desire to move.
but by default im really lazy so I think im safe, I try to do 8+3 hours a day and most of the time I don't overachieve that ๐
@safe rose Yep, I've always hated Answerhub. Being a mod doesn't give me any more swing than any other member of the community. I've been saying pretty much since day one that it doesn't encourage community involvement. Like Sion said though, Epic are busy. Releasing games at crazy speed. I can see why they're not looking at forums as much. I also still think that the forum 'upgrade' has killed their popularity somewhat. I certainly post there far less now.
Lol random conversation injection...
@Sion... woah
World's a f*cked up place..
@livid haven it's the same for most of us. I'd love to have my house and work on only my personal project and enjoy life. But I know I'm years from that, so...
Just don't die / lose family & friends in the process
Currently living in Bruges seems fine. Probably moving closer to Germany again though
With enough time you'll be as much of a socialist as me ๐
Fuckin' Bruges.
Oy!
Sorry. I want to make a reference but I remember not a single line from that movie.
@safe shoal ๐
My job is my personal project and I love it
It's a fun one, but also kind of obscure.
Na, also want to move due to one single reason.
My landlord won't allow me to have a dog.
My next project will (hopefully) be my personal project and I intend to love it
@regal mulch You wanna move to get married
What :D
@regal mulch that is also grounds to sue the landlord ๐
mofo AI and fake-half working proxy links
Owning your home is generally a good deal financially
depends
Being a landlord (in Germany) myself, I can say that you should always be nice to them :D @safe shoal
Generally.
I own my house
If you're staying for a long time, definitely.
Problem with the UK is, we're breeding faster than we can build houses. Newer builds are notoriously awful over here now.
@safe rose Ah, but if you were renting... you'd get jack shit.
And landlords are raking it in so much they're buying more properties, and it's too expensive for yong'uns to start out
It's definitelya buyers market more than sellers right now
Vicious cycle
Depends on the price you pay @livid haven
Right, renting sucks too
Being able to sell or not is a different issue. At worst, owning your house, you just don't pay a rent once you've paid off the house
Absolutely. And how long you stay.
But I was saying in Victor's case.
At best you can even resell it !
@safe rose Oh, that's more likely with apartments in Chicago than houses.
I had bed bugs once
I have not walked through our alley without at least one mattress out there in my entire like 5 years here.
I had the appartment nuked after a few months with what looked like nerve gas
o.o
I've had to contend with roaches. We managed to annihilate them without professional help, but we were fastidious about it.
Not fun.
We found. A fucking. Egg case. Sitting. On. Our. Counter top.
Except the gf was screaming when seeing one.
Glad the worst we get is big ass spiders over here :/
Scream: Spiders - ok. Mice - Why?
I mean I'm not glad because I hate them but still
Mice aren't so bad. I mean, we had pet rats... so...
@regal mulch Dunno. They were really cute.
I rather have non of them. But spiders? Jesus, can't get near them.
I would love to own a tarantula
Germany seems to be getting these huge ones lately
We had a big scare when our cat pounced on something and ran through the house and wouldn't let go - until I realized it was not one of our escaped rats or gerbils.
No idea what hte english name is
Orb Weaver?
Yeah I would freak out. :D
Put me in the "no thanks" category for these
Not fond of spiders, but I can cope.
Daddy Long Legs were my buddies as a kid. Inb4 not-spiders. I know. Psuedo-arachnids.
orb weaver called golden orb weaver.. sounds like item spawner .....
Close enough. ๐
haha
These "crab" spiders
Coconut spiders or what ever they are called
Jesus I would burn the whole island
@safe shoal I love that this isn't that much exageration
Australia is just the largest collection of shit that wants to kill you
tis a silly place
Coconut spider seems to resolve to coconut crabs, for google. And they look like crabs.
Yeah some kind of weird mix
They look live heavily armored spiders
Ah yeah, we get those
they're fucking horrible
They are basically the typical house spider you get over here
Totally harmless. Just meant to look horrible ;-;
and they appear out of nowhere
yeah
I'm fairly certain they're the reason I've had arachnophobia since birth
this conversation went a bit off topic ๐ค
I have the phobia against all kinds of bugs
No flies though. Idk which bugs trigger it
A year or so ago one of those appeared in my bedroom, I put a glass over it and had to make another house member get rid of it
Giant Isopod
That looks like a quest giver
but I didn't walk on that patch of carpet for the rest of the time I lived there
They look like the plasma bugs from starship troopers
Anyone here good with blender able to hop over into #animation right quick?
I can almost make out a tiny rico
I'm trying to import a skeletal mesh with multiple objects
I want one of these as a pet. Not really, because that'd be awful for it, but they look like they just don't give nary a shite. Facehugger meets Lobster meets Capybara attitude.
I think the plasma bugs are more based on a particular type of beetle, but also that acid spraying bug. Stink bug maybe?
Thanks guys I'm officially doing a spider sweep of my locale now
I just stick to my Golden Retriever Puppy.
Bombardier Beetle
g'day
General chat has a rail?
I would love a pet dragon
Oh, we have both general and lounge...
Yep. XD Alright.
Yeah we still haven't renamed it
Well, the thing I want to make is still vaguely Star Ship Troopers
@livid haven hey you get that funded you let me know k?
The movie, not the novel. I want someone to do the novel justice, but I am not that person.
That outpost scenario is the original horde mode
Yep, that's what I want.
That outpost defense thing, with some base building, some side objectives for resources, and both ranged and melee combat 40K style.
Haha I actually want to do that so bad
I made a mini-version of it as a mod for an old game I used to play, where one particular vehicle looked suspiciously like the arachnids
Three guesses what my personal project is...
hehe
Well, the URL gives the game away, but I didn't recognize it as looking like something from Battlezone.
BTW: The VR game is actually damn fun in multiplayer. Nothing like the rebooted games, more like the original.
Also also, Helldivers is a nice fix if you're looking for something.
As far as Starship Troopers esque.
You doing an RTS/shooter hybrid?
I know right, I got to play the VR one at EGX a couple years ago, it was super fun. I don't have a VR headset to play it at home though ๐ฆ
Yeah that's the goal. I got a far way through but just had to stop to concentrate on my stuff at work, but I'm happy with how much I've been able to get through it so far... https://www.youtube.com/playlist?list=PLoozKjrfzhYaawZ8dNIkHP-US5Ddj5BC8
Aye. At this point, a 1.5 or 2.0 gen is within a year, I think.
This is the bullshit I managed to do in my spare time like a year ago:
Antlions!
haha nice!
Are you half life 3
Yep. Ripped 'em for prototyping as the closest thing to what I envisioned.
discord is sucking more and more everyday with mini gifs
All that red
cheers ๐
I wanted to pick up Uprising 1 and 2 on GoG the other day, speaking of shooter tank strategy games.
There's so many good ones out there, but for some reason none of them ever sat with me the same way BZ did
Fair. Also, Uprising is way older than the BZ reboots.
Man, your cannon sound effects are satisfying.
I'd love to take the credit for those
I did not assume you made them yourself, but all the same. ๐
I really really wanted the tank cannon sound from Gears 2... so I found a way
Also, sorry about that audio in my video. I keep forgetting it recorded my music too. Shiiiit.
of course, could never actually use it
Epic always has frikkin amazing SFX
paragon as well
Yeah, I was super careful about putting ALL ripped assets in a particular directory.
Factorio was using an XCOM asset until like a year ago. ๐ Woops.
I love making all custom assets
haha! everyone does it even if they deny it..
Hnngh feels so good
I wish. I just don't have the time for that, I've got enough tech work ahead of me.
Sound is hard. I did sound engineering degree ffs and I've still got no clue how people make SFX like this.
That silly little video is me wanting to feel better about my project after spending like a week reinventing the ability system and trying to get it working with movement based abilities in a networked setting, failing miserably, and then showing it off in singleplayer.
Either of you played Elite: Dangerous?
Their sound design. ๐คค
oh man elite
I remember the first moment I blew something up in that training mission
I have these 8 2-hour long wav sources, they don't quite catalogue straightforwardly
And in VR? Double ๐คค
"woah dude"
The engine sounds as you're throttling and swerving in a dog fight? Perfection.
Lol victor wuu2
ahhh of course
I've recently discovered that if your AI continuosly re-paths to it's target, it can create a LOT of objects in quick succession
And nav links are broke
So much of the AI system...is not 100% functional
I don't get it
Not using character movemnet are you :/ ? For that many objects
I am
Bleh. Submitted my build fix an hour and a half ago. It's now going through CIS. And it's almost 4 AM. This is why I can't have nice things. I tried to fix one bug out of like 5 I thought I could get today. Instead... I spent like 12 hours on one.
Yeha.. rip
lol
Awww Vic, why you gotta ruin that for me?
See, this is why I can't dedicate time to anything but tech.
ruin what
Having like 100 AI pawns
oh
I knew I was boned.
lol
I really wanted more
But, I guess I'll probably only be able to have maybe 25-30 on screen at a time
But it was a good stress test
I think after 10-20 objects CMC starts getting far too costly
I think minions in paragon use a really simplified movement comp
I imagine fortnite's one is heavily modified too
I want this, in UE4, in multiplayer. And I want to make the proof of concept of it solo because I can't afford to buy a house and also pay people until I do a PoC and acquire funding.
Starship Troopers movie clips: http://j.mp/1uxK7nb BUY THE MOVIE: http://bit.ly/2dxOL2m WATCH ON CRACKLE: http://bit.ly/2cOYO0h Don't miss the HOTTEST NEW TR...
Whaaaaat? Lame.
But yeah, the "Oh shit, look over the walls, we're fucked, start spray and praying" moment.
I've always wondered why the dropships don't have guns
Not that it'd help much in that scenario
I imagine due to the way they're used. Plummet and GTFO.
I think you'd really struggle to do something like that in multiplayer
singleplayer would be challenging enough
the problem is the sheer number of objects that need replication
There was a PS2 LOTR game that did something like this, they used a hacky visual way to fake loads of orcs
Yeah. It's a big tech hurdle. I'm not too confident in it, but I want to see what can be done, how close it can get.
you can fake it much more easily if it's single player