Jenkem
その目、だれの目?
click the embedded tweet if you want to read all of it. it just screams of bullshit excuses to me though.
skacky said:Little thread about WRATH's delay and the future.
First and foremost, I'm very grateful to the people who are understanding and I want to thank them from the bottom of my heart. The team was dreading today's announcement and it went far better than we expected.
Second thing, moving forward we will post bi-weekly updates about the game. We are not exactly sure what they will contain but they will be more substantial than "X worked on Y this week". Hopefully this will show you what we're doing and allow you to offer feedback.
So, why isn't the game done already?
There are many factors, but the crux of the problem is the technology we are using. The thing you need to know is that every single thing must be done by hand, including processes that are automated in Unreal or Unity.
A concrete example: culling in modern engines culling is automated, you do not have to worry about it unless you do something very wrong. With WRATH we have to do it manually, this means hiding every single hidden face by hand and placing specific brushes to cull unseen geometry.
To give you an idea, this process took me 2 or 3 weeks alone, give or take, for The Priory. That is 3 weeks pretty much wasted that we could've used for something else with a modern engine. Now imagine this for 15 levels, not counting the hubs and boss maps.
We are literally counting months at this point spent doing this one thing that you can do at the press of a button in Unreal or Unity. And that is just one operation. Now imagine this but with animation, texturing, meshing and so on.
The technology we use is a voodoo combo of Quake 1 and 3, which means that not many people know it. We've been hit by COVID, we've been hit by severe burn-outs and illnesses that left positions vacant. Finding people insane enough to do the job for these is extremely hard.
On the subject of mapping, we also have no lighting preview and must compile maps every single time we make a change. Compiles can last hours with some of the biggest levels like The Priory, which makes modifying them quite difficult.
Another thing people don't realize is that, for the tech we use, WRATH is insanely ambitious. It may not look like it, but it really is. It's a very complex game that demands a large amount of care and attention during development. A wrong thing somewhere can break it completely.
The tech is also not suited for frequent updates, since modifying a system file (progs.dat) nukes saves. That means WRATH was a relatively bad fit for Early Access and I am the first to recognize that phase wasn't nearly as good as we hope it would be.
We have many incredible things in store with WRATH, we just ask more time to deliver it to you. The team loves this game, we are very passionate and extremely sad and frustrated when we can't make significant progress due to these problems and the rigidity of the tech.
I think (and may be wrong) that people assume making a game using the Quake engine is an easy task, and we probably went into this project with the same mindset, believe it'd be a walk in the park. Making maps for Quake is easy. Making a mod, a bit less.
Making a brand new game as ambitious as WRATH? Really, really difficult. The team is composed of some of the most knowledgeable people and we're having a very hard time with it, this alone should give you an idea of how challenging this game is to make.
I hope this thread helped you understand what's going with WRATH. We're very sorry we did not communicate more, but with every non-indie game out there, there are things you can and cannot say. Moving forward though we will have more to say and show. Thank you very much!
Yeah, I'm really not swallowing that excuse even tho there's obviously a tacit gentlemen's agreement to accept it whenever a dev invokes it.You're right that developers using the "blame covid!!!!" excuse for game development being slow is stupid, considering game dev is one of the few jobs (especially in indie) where you really do not need to be in Game Developer Industries Office Building HQ™, it really isn't affected by covid rules that much. Plenty of game devs have been missing deadlines since the indie/steam scene began, it's nothing new to be blamed on covid.
the vis and light tools probably still run as a single thread. The tools would need some significant changes to make them run multithreaded and the whole build process could be reduced to a few seconds on a Threadripper
Official statement regarding the status of WRATH: Aeon of Ruin
Greetings, WRATH Community!
Most of you already know this from watching Realms Deep 2021 where we made this announcement live, but some of you might have missed it - so here goes.
We’re not going to make the summer deadline for WRATH: Aeon of Ruin. Right now, we can’t give you a precise date on when this might happen, other than it will be sometime in 2022.
The team is working every single day. We’ve never seen anyone work as hard or as dedicated as these people. We are working so hard on it because we want it to be the very best game possible - that’s what you’ve been waiting for, after all. But we also don’t want our team to crunch. We all know and agree that crunch is bad, and is a problem in our industry. But we don’t have to make them crunch; these devs are working their butts off every day regardless. We know the meme is tired by now, but the whole “a delayed game is eventually good, a bad game is forever bad” thing is true. We want the best game possible, while not making our devs break their backs over it.
For those of you following the WRATH news on our Discord, you might already know that the team has been severely affected by the pandemic, and we had to make a lot of internal changes in order to even get to where we are now. These changes will continue. We are in a much better place now, thankfully.
One of the changes we are going to make is to give you bi-weekly updates on our community channels (Social Media, Steam etc.) . Many of you have written to us, asking “Are you still working on WRATH?”, and the fact that you feel you have to ask us that simply breaks our hearts. We never want you to feel like you are in the dark - we realize we haven’t been doing a good job of it up until now, and we want to remedy that.
These bi-weekly updates will tell you some of the things we’ve done since the previous bi-weekly update. It will be just a few lines saying, for example, “Fixed an enemy bug, changed the lighting on X map, re-worked a weapon” - sometimes we will include screenshots, but this cannot be promised for every update. It will be like a little treat!
We will do this because we want to be as transparent as possible moving forward, and we would rather give you small, consistent status updates than sporadic big status updates.
These updates will be posted to the official WRATH Twitter, @wrathgame, our Discord Channel, and on our Steam Community
We know this is a bummer - nobody is more bummed out about it than we are. But the game is coming. We are working every day. And you have so much to look forward to.
Best,
3D Realms, 1C and the WRATH team
they are using darkplaces iirc
So, uh, if quake engine and tools are so bad and unwieldy, maybe they shouldnt have used them in the first place?
Well this too. With all that Embracer money, I think.
I'm guessing Duke Nukem Forever 2 in both literal and symbolic sense.
His twitter lists 3D realms under his previous employer, so Black Parade could very well be a possibility.RoTT remaster has been passed on to Apogee, in an official statement from the absolute incompetents running 3DR.
I also hope that them looking for Quake mappers means Skacky has fucked off and abandoned this trainwreck as well, so now we can maybe, hopefully see Black Parade this year. I wish I could have spent the money I spent on Wrath on Black Parade, really...
While it's not good to see a talent like skacky lose/leave a level design job that was actually (I hope) paying him for once, my excitement for The Black Parade is far too great to really feel bad about him leaving 3DR.
http://thegg.net/interviews/ion-fur...opment-and-ion-furys-past-present-and-future/This is something that I have thought about more than once actually. Well…did you have trouble financing “Ion Fury”? I mean, this being your first commercial game and all?
Richard (Voidpoint):
Yes, definitely–that aspect was pretty difficult.
Most of the people who worked on the game did it for no up-front pay, only the promise of royalties once the game was released, but this arrangement wasn’t possible for everyone.
For example, one of the mappers had to pay the 3d modeler himself and when the game came out I had to pay him back. There were a few times during development where I personally completely ran out of money and couldn’t afford, like, anything.