Herumor
Scholar
- Joined
- May 1, 2018
- Messages
- 669
30 seconds long instead of the usual 15.extended gameplay video
30 seconds long instead of the usual 15.extended gameplay video
Dev diary on scripting, I suppose a handful of people might find it interesting https://www.paradoxinteractive.com/...e-bloodlines-2/news/mission-scripting-and-ink
Next dev diary in two weeks, the gameplay video "coming later this month." I imagine much later and that's probably for the best.
Honestly, these kinds of dev diaries seem more like they're looking for employment - like they're advertising themselves to potential employers: "See, this is what we do, so many sheets, so many things, pls hire".Dev diary on scripting, I suppose a handful of people might find it interesting https://www.paradoxinteractive.com/...e-bloodlines-2/news/mission-scripting-and-ink
Yeah, contrast these diaries with the ones done for the original game:Honestly, these kinds of dev diaries seem more like they're looking for employment - like they're advertising themselves to potential employers: "See, this is what we do, so many sheets, so many things, pls hire".Dev diary on scripting, I suppose a handful of people might find it interesting https://www.paradoxinteractive.com/...e-bloodlines-2/news/mission-scripting-and-ink
It's like these people never made video games in their life before and have no idea what people who play them want to see in dev diaries. Or just plain outright don't care, but they have some kind of goalpost set by Paradox to fulfill and they just push out any sort of shit that meets the minimum criteria.
Honestly, these kinds of dev diaries seem more like they're looking for employment - like they're advertising themselves to potential employers: "See, this is what we do, so many sheets, so many things, pls hire".Dev diary on scripting, I suppose a handful of people might find it interesting https://www.paradoxinteractive.com/...e-bloodlines-2/news/mission-scripting-and-ink
It's like these people never made video games in their life before and have no idea what people who play them want to see in dev diaries. Or just plain outright don't care, but they have some kind of goalpost set by Paradox to fulfill and they just push out any sort of shit that meets the minimum criteria.
Dev diary on scripting, I suppose a handful of people might find it interesting https://www.paradoxinteractive.com/...e-bloodlines-2/news/mission-scripting-and-ink
Branching narrative is complex. From each decision point the story can go many ways. Rather than write our own tech for this we decided to use Ink, an open source narrative scripting language created by Inkle studios. We needed to port this from C# to C++ to get it working with Unreal, but this was way quicker than writing our own narrative scripting system from scratch.
When you have to connect with the "community", but at the same time you have nothing ready to show.Dev diary on scripting, I suppose a handful of people might find it interesting https://www.paradoxinteractive.com/...e-bloodlines-2/news/mission-scripting-and-ink
Next dev diary in two weeks, the gameplay video "coming later this month." I imagine much later and that's probably for the best.
I'm probably in that handful but these dev diary things never say anything interesting.
Paragraphs and paragraphs of text for what amounts to:
1. Branching narratives is muh hard
2. We're using third-party software because it's so hard
3. Branches are when thing different
Wait until they find out people have been tracking branching narratives on goddamn Word and using basic triggers/switches.
At least they did release a hyper-niche Unreal plugin that maybe some people will find useful.
There is little HUD footage at 55:56-55:58
We still have you...This whole VtMB2 saga went from bad to worse. This thread is unadulterated cringe.
My expectations for the game's quality or even the possibility of its release is staked, dissolved and long forgotten.
I feel like I'm losing my mind that game development has declined to this low standard. In five years gaming will be dead and AI gods will be roaming the wasteland that is modern media.
New footages and moments. Finally we can see part of HUD.
55:20 start -
Game programmers from 10-20+ years ago shit in mouth of modern ones. Biggest bottleneck is programming. Modern devs are TERRRIBLE. Tim Cain can't stop talking about it in his videos. If you think about it, everything makes perfect sense. Why? WOKEDev diary on scripting, I suppose a handful of people might find it interesting https://www.paradoxinteractive.com/...e-bloodlines-2/news/mission-scripting-and-ink
Branching narrative is complex. From each decision point the story can go many ways. Rather than write our own tech for this we decided to use Ink, an open source narrative scripting language created by Inkle studios. We needed to port this from C# to C++ to get it working with Unreal, but this was way quicker than writing our own narrative scripting system from scratch.
Meanwhile, in 2002...
i was gonna call it a rollercoaster of emotions but then i realized there were no highsThis whole VtMB2 saga went from bad to worse.