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KickStarter Kingdom Come: Deliverance Pre-Release Thread [RELEASED, GO TO NEW THREAD]

Jashiin

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press alt.
 

Ninjerk

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MechWarrior set up, foot pedals for turning body, mouselook for head.
 

mikaelis

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LOL I was thinking about that with Oculus Rift coming soon, and I was laughed at. Though with some practice, why not? I mean Oculus Rift for turning your head around and mouse/keyboard setup for normal movement, i.e., mouse for turning your body (as it is nowadays) and WSAD to move left, right, foward, back (as it is nowadays). Would work perfectly, no?
Mouse would have to be really user friendly to govern all the additional actions like jumping, crawling, leaning, shooting so you will need more than three buttons. Unless you are fine pressing different buttons on keyboards for that.
 

mikaelis

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Why would it have to govern all those actions?
Well, I dunno...A lot of people find mouse more "friendly" as you don't have to move your hand around too much. Just operating your fingers here and there. In the case of keyboard you may hit the wrong button more easily, without looking (Oculus over your eyes). In the end, I guess it is a matter of practice or preferences...

EDIT::
Hell, maybe gamepad can even work better for majority of people. I still cannot play games with gamepad even right now. Sure, it is a matter of practice, but still, I would rather utilise Oculus to my own preferences.
 
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I fail to visualize how one could achieve that in FP. Would you have to click and pan like in MMOs ? with one click being camera and the other camera + body ?

I take it you never played OF or ArmA series. It works quite naturally, in fact. Once you get used to it, lack thereof gets annoying. You assign a key as either hold-down or toggle for freelook and while holding down or toggled on, you look around with mouse without turning, though there are also dedicated keys for looking in four directions in OF & ArmA but I find them useless.

A lot of 3rd person action games do a similar thing now. You can keep running in one direction while looking all over without turning. Eg. Assassin's Creed, DMC, Mafia.

I mentioned this here because Dan's team has worked on some of those games, ie. OF, ArmA, Mafia.
 
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Mouse would have to be really user friendly to govern all the additional actions like jumping, crawling, leaning, shooting so you will need more than three buttons. Unless you are fine pressing different buttons on keyboards for that.

Mouse with just three buttons still exist? Practically, four, even five button mice pretty much became the standard years ago. You almost can't even find a mouse with just three buttons these days. And that is a good thing.
 

mikaelis

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Mouse would have to be really user friendly to govern all the additional actions like jumping, crawling, leaning, shooting so you will need more than three buttons. Unless you are fine pressing different buttons on keyboards for that.

Mouse with just three buttons still exist? Practically, four, even five button mice pretty much became the standard years ago. You almost can't even find a mouse with just three buttons these days. And that is a good thing.
retro_usb_computer_mouse_1.jpg


:troll:

Jokes aside, I still use standard LMB, RMB plus middle button on the wheel. Can't say I am pro FPS player though. Can't shoot cock from under Gaben's belly :)
 
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It's not about being a "pro player" or whatever nonsense. More buttons = more functions, to the point you are comfortable with. Once you get used to it, anything less feels obsolete.
 

Suchy

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Holding alt for free look works good enough, but adding a support for TrackIR would be totally neat. I can't imagine playing Arma without it now.

This is how it works:
 

Smejki

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So Dan has tweeted recently that they are opening bunch of new job positions
http://warhorsestudios.cz/index.php?page=jobs&lang=en
Seems they got a deal and are in full production.

I guess they impressed the publisher with QTEs, tablet companion apps, in-app purchases and DLC plan
:troll:
And with "Skyrim-killer" (which is a good thing since we know which things Dan hates about Bethesda design and this is not gonna end up being a clone)
 

Burning Bridges

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Really, they have all kinds of jobs open, that's a very good sign! Though I have doubts the original design will go through, a M&B-like open world game running on the Crysis engine cannot be total crap.
 

zwanzig_zwoelf

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I hope they will put their effort into complex gameplay.
Don't want to play something like LOL COOL GRAFIX STUPID GAMEPLAY 5 FPS LOL ULTRA POTATO DETAIL.
 

nomask7

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The debut title for the studio will combine open-world experience with a rich story and innovative gameplay elements.

Sounds like yet another tiresome railroad experience.

Give me a sketchy story any day if that means we get something closer to Gothic 3 than Oblivion.
 
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New blog entry:

http://warhorsestudios.cz/index.php?page=blog&entry=blog_025&lang=en

VIDEO AND CABIN FEVER

Filed in Developers' diary by Dan @ 9:26 am UTC Sep 27, 2013



An image from our storyboard, this one was not drawn by me

A strict deadline for all things to come together invariably leads to “funny” situations. You may for example have fully functional pathfinding and a completely operational crafting minigame and when combined into a single whole, both will stop working for some unfathomable reason. The likeness of that happening increases with the number of systems that are being joined together, as a result, when everything is merged, nothing works.

It goes without saying that the bar goes up as well. You stop overlooking “tiny” glitches like clipping (graphics that vanish when they get too close to camera) in combat. It didn’t bother anybody so far, everyone was happy that it’s possible to fight at all and we saw superficial stuff, like two weapons intersecting each other, as something to be fixed later. But when you show the game to somebody, the clipping and the weapons intersecting each other are the first things they’re going to notice in combat. It doesn’t matter that no other game ever had combat like this: it flickers and looks unfinished, so it must be rubbish.

And when you try to fix those things, you learn that you need a new version of the engine that’s going to be released in a month, i.e. about a week too late for your demo. And what now? You have to start hacking. Doing that, the enemy AI starts to behave strangely and you come a long way on your downward spiral. People get nervous and start quarrelling. So besides being nervous yourself, being a boss, you have to be a company shrink for the rest of the team to put their minds at ease.


PIECE OF CAKE

In our case the catalyst of the tension was the video. We decided to go beyond a mere collection of in-game shots and top it off with an action-packed intro outlining the plot of our game. At the same time, we didn’t want the video to be too difficult to make. I wrote the screenplay several months ago, the animations were mostly recorded in the motion capture session, and we didn’t forget about voiceovers – so it was going to be a piece of cake. Not completely…

We discussed our options for putting it all together with respect to our time and resources, I drew a simple storyboard and artists as well as animators set out to work. We have good artists and animators and so I was pretty sure everything was going to turn out well and went on with my PowerPoint wizardry. When I saw the first draft shots in a few days, I was aghast. “This doesn’t look next-gen, guys!” “Why? It’s exactly as you wanted it!” “But the lighting is all weird and the shots are too long and boring.” “The shots are exactly as they are in the storyboard!” “That may be so, but that doesn’t mean that we can’t cut a long shot with a different one. It just didn’t occur to me when I was drawing it!” “But I did it exactly the way you wanted it!” “All right, but can’t we re-cut it somehow? And we should do something with the lighting, it looks like a faded video…” “I like it the way it is…” “But if we re-cut it, it’s definitely going to be better. Can you please do it?” “I don’t know how, so either tell me exactly how to do it or you can do it yourself…” And the atmosphere around the office grows thicker. Opinions differ occasionally and somebody has to make a decision (by virtue of my position it should be me), somebody is bound to disagree completely and, unwittingly, a conflict is born. I have lot of experience with that, I used to be a ruthless angry boss riding roughshod over other people’s feelings to get what I wanted. This can be a good short-term strategy or it may work under some very special circumstances, but it’s counterproductive from the long-term perspective. So I try to do the exact opposite now: getting reasonable, consensual people that are good at what they’re doing. It makes for fewer opportunities to get angry, but from time to time it just doesn’t work anyway.


IT’S TOTALLY CLEAR! IS IT?

Sometimes the root of a disagreement is a simple misunderstanding. I have a very specific idea how a thing should look, I explain it as best I can, I make pictures, supply photos of how it should look but the other party understands it in their own way and as a result, when they deliver what is, from their viewpoint perfect work, they feel understandably irritated when I have a feeling that they created something completely different from what we agreed upon. This is ‘wrong’.

JuNjedZ.jpg


An image from our storyboard, this one is the work of the master.

In this situation it always boils down to how specific the original idea was and how to approach a different (not necessarily worse) result. Once I showed the artists a shot from an older movie and noticed that I like its lighting and colors. However, I didn’t make myself clear enough and the result was almost the exact opposite of what I wanted. The artist thought I was pulling his leg and I felt exactly the same way about him. It would have been enough, though, to specify the OBJECT in that shot the color of which I liked, instead of saying I LIKE THE COLOR OF THIS SHOT.

Things like that cannot be avoided with creative work like making videogames. You can limit it somewhat by making very detailed specifications, but this will make the creative people feel they have no freedom, they won’t like what they’re doing, will deliver poorer results and finally leave the company for a place that would allow them to express themselves better. Or you can give your colleagues just a rough sketch and leave the rest to their creativity. The result can be something so awesome you wouldn’t be able to dream about it much less to describe it, because your artist is understandably much better at what he’s doing than you are and his work will be better than your idea. Or the exact opposite happens and the result is something quite unutterable, because the artist, genius as he may be, did not understand your idea at all and went off on some weird tangent. When this happens, you have to have him redo it and this will probably anger him more than a too strict specification would have.


ALL IS WELL THAT ENDS WELL

Every person feels about these things differently. Somebody pedantically sticks to strict specification, somebody else hates it and want to have his hands freed (but this only works if his tastes are similar to yours). And then there are people who are very good craftsmen that would be appalled if something inventive is asked of them.

A good creative boss has to know the best way to approach somebody. You hear stories about film directors that purposefully make actors angry so that they look authentic on camera, send them to military boot camp, avoid talking to them or use other manipulative techniques. However, developers are not actors, game development takes much longer than actual movie shooting, and you want to avoid violent confrontation, so it’s better to eschew some methods.

Finally my colleagues made the video as they saw fit, I re-cut it a bit, everybody had to swallow some pride and everything ended well. Save for me cutting the video at 11pm with our plane leaving in the morning.

That’s how it goes when you work in a company that does video game development instead of video editing and one day you need to edit a video. You download all kinds of freeware to convert video from one format into another, desperately try to find a codec where it would look best and would work for everybody. Finally, everything was ok and the video (or rather several videos) was here. We had a trailer, five-minute overview of all the game’s features and a thirty minute complete play-through of the whole prototype.

In the meantime Viktor & Co. were desperately fixing the build that started to break down on its own as usual. We changed the ugly beard of one character for a nicer one and an apple that the character was looking at suddenly disappeared. A journeymen in a forge stopped working the bellows (he probably went on strike) and the riders that were supposed to gallop past the player in the opening scene sometimes rode, sometimes walked and sometimes didn’t move at all. We were also fixing our automated camera system. For several months I ‘didn’t have time’ to show the programmers how to set cameras and so I ‘did it’ just before leaving and at the very last moment we were dealing with stuff like viewing angles, depth of field and camera placing. Fortunately, we were successful.

Late at night we copied all of it onto a flash drive and our demonstration unit and went home, where I stayed up till four packing my stuff for our dainty three week roadshow. But that’s another story.

Dan Vavra, Creative Director

PS, if you like what we do please share, like or join our Twitter or Facebook.

It sounds like the man is in for a clusterfuck of management. And that he hasn't hired the most suitable people for his vision. It will be sad to see this go down burning.
 

DeepOcean

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It is a pity that this project has a smell of Vapourware since day one. I'm totally for a kinda realistic, medieval open world aRPG with people wearing normal armor instead of appearing like a magnet that was thrown on a metal junk pile.
 

Morgoth

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Let CDProjekt publish it.

There is no other publisher out there who would do otherwise, unless they'd demand you to mutilate it into some retarded pop-culture drama. This is just too good to get ruined by greedy punks.
 

cvv

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Enjoy the Revolution! Another revolution around the sun that is.
It sounds like the man is in for a clusterfuck of management. And that he hasn't hired the most suitable people for his vision. It will be sad to see this go down burning.
The man managed to create and produce two very successful and world renowned videogames. You managed exactly what?

Sure bitchin' and moanin' is a favourite past time here on Codex but here's an idea - maybe let's wait at least for a playable demo before we shit on this thing with our sphincters wide open?
 

zwanzig_zwoelf

Guest
It sounds like the man is in for a clusterfuck of management. And that he hasn't hired the most suitable people for his vision. It will be sad to see this go down burning.
The man managed to create and produce two very successful and world renowned videogames. You managed exactly what?

Sure bitchin' and moanin' is a favourite past time here on Codex but here's an idea - maybe let's wait at least for a playable demo before we shit on this thing with our sphincters wide open?
Joined: Mar 30, 2013
 

cvv

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Enjoy the Revolution! Another revolution around the sun that is.
It sounds like the man is in for a clusterfuck of management. And that he hasn't hired the most suitable people for his vision. It will be sad to see this go down burning.
The man managed to create and produce two very successful and world renowned videogames. You managed exactly what?

Sure bitchin' and moanin' is a favourite past time here on Codex but here's an idea - maybe let's wait at least for a playable demo before we shit on this thing with our sphincters wide open?
Joined: Mar 30, 2013
Joined: Jan 2, 2013
 
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It sounds like the man is in for a clusterfuck of management. And that he hasn't hired the most suitable people for his vision. It will be sad to see this go down burning.
The man managed to create and produce two very successful and world renowned videogames.

And the man is now struggling to get his shit together with his team and it's not even funded and in full production at this point. By his own admission. Don't know why you are objecting to the man's very own admission. I am not sure Mafia 2 was very successful, though. It went straight to bargain bin in a week. Besides, his past projects were done completely within the relative financial safety of a publisher direction. Very unlike this one.

You managed exactly what?

How is that relevant?

Sure bitchin' and moanin' is a favourite past time here on Codex but here's an idea - maybe let's wait at least for a playable demo before we shit on this thing with our sphincters wide open?

LOL. I think you got this whole thing completely wrong.
 

mikaelis

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Honestly, I don't get the point of this blog entry. I mean, sure, it is nice to know that you are jumping some hurdles organizational-wise, but... why posting about it to the broad audience without adding anything new on the development front? Also, it's been a while since they try to pitch it to different publishers (April-May?), so it is kind of depressing that they still haven't worked it out.

cherry blossom, I am pretty sure that cvv was referring to Hidden and Dangerous and Mafia 1 and not Mafia 2 :troll:
 

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