Drakron
Arcane
- Joined
- May 19, 2005
- Messages
- 6,326
You mean a mod that should been on the base game if they werent too busy putting scars and space hijab on female characters.It's just an attempt to sell the DLC
You mean a mod that should been on the base game if they werent too busy putting scars and space hijab on female characters.It's just an attempt to sell the DLC
You bought the game after all the comments here?I tried going into this game with an open mind, but I got hit with a lot of boring right from the start, and when I finished my character I got stuck on the loading screen for 2 minutes.
I'm kinda disappointed here, Harebrained.
Free weekend.You bought the game after all the comments here?I tried going into this game with an open mind, but I got hit with a lot of boring right from the start, and when I finished my character I got stuck on the loading screen for 2 minutes.
I'm kinda disappointed here, Harebrained.
Biggest furball at the time. If you weren't aware of it, you've been under a rock.Free weekend.You bought the game after all the comments here?I tried going into this game with an open mind, but I got hit with a lot of boring right from the start, and when I finished my character I got stuck on the loading screen for 2 minutes.
I'm kinda disappointed here, Harebrained.
EDIT: Bold of you to assume I'd read all of this shit
Hey everyone!
It’s been awhile, so I thought I’d check in and give you a window into what’s going on around the studio. Even before we shipped Update 1.3 and the Flashpoint Expansion in November, the team has been pushing hard on a number of different fronts simultaneously. I call it “spinning plates” because it reminds me of an old circus act I saw as a kid:
As you may have read in Jo's Dev Diary, localizing BATTLETECH for Update 1.4 was a challenging and complicated undertaking that required a lot of intense focus from many team members across multiple disciplines for many months. While that work was going on, and while we were still working on Flashpoint, our Design and Technical Art teams held a series of lunch meetings to collaborate on the technical direction for our Urban Warfare expansion later this summer.
Nearly two full weeks of lunch meetings were required to give our artists the head start they needed to create new tools for the creation of city maps, a brand new pipeline for building destruction (which was required to support the scale of our new urban environments), and address a number of issues regarding the way that buildings affect unit movement. That was a huge change to our workflow but the process is now complete and in the iteration phase. The early results are very promising.
Beyond all that, the moment we shipped Flashpoint, we jumped into a large series of short retrospective meetings to evaluate our performance and look for ways to do better. From there, we entered full pre-production for Update 1.6 and Urban Warfare. The pre-production process involves a lot of pushing and pulling, during which, I chart an overall direction and list of desired features and content while our producers prioritize the bugs we want to fix. Then they work with the team to figure out which features, content, and bugs will fit the time we’ve allowed ourselves. Although there’s a lot of negotiation and balancing involved in the process, it’s always a positive interaction - everyone just wants what’s best for the game and for the audience. As of a few weeks ago, we have a clear plan for the update and the expansion and we are currently on track even though #seattlesnowmageddon19 heavily impacted our productivity for a week.
In addition to all that simultaneous development, last Fall we began a serious hiring effort to fill a number of positions in the studio. Because game development is such a collaborative experience, Harebrained Schemes takes hiring very seriously and we put a lot of effort into the process of adding the right people to the studio. Interviewing a bunch of people was a heavy plate to spin but the effort was worth it. We’ve added some amazing talent to the studio including several producers and a loooong-needed full-time IT Manager to keep the plates connected to the sticks (or keep the sticks from breaking. Or something. You get the idea.)
Which brings me to Update 1.5. The plan is to ship 1.5 before our office move in mid-March, so that any technical issues we might encounter with the move don’t impact our ability to update the game. To that end, Update 1.5 is all about fixing bugs. Focusing on bugs has the added benefit of allowing the team more mental space for 1.6 & Urban Warfare pipeline, tools, and features. It also allows more time to execute, review, and iterate on our work. Now, those features... are a topic for a different day!
Thanks for reading! I can’t wait to hop on a live-stream with you, take some questions, and talk about what we’re releasing this summer. I’m guessing that live-stream will be some time in April - and from our new office!
Mitch
What a weird statement. This only gives the impression that extremely little thought was put into the technical development of this.As you may have read in Jo's Dev Diary, localizing BATTLETECH for Update 1.4 was a challenging and complicated undertaking that required a lot of intense focus from many team members across multiple disciplines for many months.
Reading the dev diary, seems the issue was mostly just in making the GUI work properly, ie not resize text to microscopic because of some German wordmonster, while covering 300,000 words of stuff to translate. It seems to be more of a little piece regarding a field that isn't often covered, since translations tend to be seen as non-issues by the general public.What a weird statement. This only gives the impression that extremely little thought was put into the technical development of this.As you may have read in Jo's Dev Diary, localizing BATTLETECH for Update 1.4 was a challenging and complicated undertaking that required a lot of intense focus from many team members across multiple disciplines for many months.
Localization should be a near-automatic process, only requiring translation files to be put into correct folders and you're done. Well, some art might have to be replaced as well, but that isn't hard to do, either. Most engines I've worked with have enough tools in place for this, Unity cannot be an exception here.
Sure, it does take time (someone has to do actually do the translation, it has to be checked, etc.). But "challenging and complicated"? How?
To me, this sounds as if they were "surprised" by having to do a localization as nothing was in place to support that.
These are hairy male landwhales trying to disguise themselves as females. Funny is probably something not even in their lexicon other than under the heading of "unintended consequences".Reading the dev diary, seems the issue was mostly just in making the GUI work properly, ie not resize text to microscopic because of some German wordmonster, while covering 300,000 words of stuff to translate. It seems to be more of a little piece regarding a field that isn't often covered, since translations tend to be seen as non-issues by the general public.What a weird statement. This only gives the impression that extremely little thought was put into the technical development of this.As you may have read in Jo's Dev Diary, localizing BATTLETECH for Update 1.4 was a challenging and complicated undertaking that required a lot of intense focus from many team members across multiple disciplines for many months.
Localization should be a near-automatic process, only requiring translation files to be put into correct folders and you're done. Well, some art might have to be replaced as well, but that isn't hard to do, either. Most engines I've worked with have enough tools in place for this, Unity cannot be an exception here.
Sure, it does take time (someone has to do actually do the translation, it has to be checked, etc.). But "challenging and complicated"? How?
To me, this sounds as if they were "surprised" by having to do a localization as nothing was in place to support that.
Though as far as translation goes, BattleTech the vidya (or the entire property, really) isn't exactly that hard beyond possibly localizing names of places or titles. It is fairly straightforward stuff and doesn't really do anything fancy, everyone speaks Queen's English and so on. It isn't asking you to do something like translate a Japanese pun (Japanese puns are probably overall the best example of a daunting localization challenge, because it's a kind of humour that CAN'T be translated and stay funny).
These are hairy male landwhales trying to disguise themselves as females. Funny is probably something not even in their lexicon other than under the heading of "unintended consequences".
House Arano (The Aurigan Coalition) was announced by Catalyst Game Labs as an upcoming product with a tentative release date of 1 March 2019.
A callback to the old FASA-era Housebook series from the 1980s, this product is expected to cover House Arano and the Aurigan Reach periphery nation just after the conclusion of the Arano Restoration storyline from the BattleTech computer game by Harebrained Schemes.
As a CGL publication, this product meets all criteria for canon. It is expected to canonize the worlds, realms, characters and conflicts from the (technically apocryphal) game fully or at least to some degree.
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Primary writing:
Andrew McIntosh
Kiva Maginn
I thought the guy who was skimming funds got sued by rest of the company like in 2013?
The hustle continues!I thought the guy who was skimming funds got sued by rest of the company like in 2013?
Nope, Coleman and Bills are still there running the show.
Can someone explain why this game sucked?
Battletech was space Brits fighting space Japanese with space Germans, Chinese and Greeks cheering on the sidelines.That story was worthless and it just didn't "feel" Battletech enough.