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Alan Wake: There may be something at Gamescom, there may not.. (see p.47)
Posts
wiki says
Volumetric lighting is a technique used in 3D computer graphics to add Tyndall-effect lighting to a rendered scene. The term seems to have been introduced from cinematography and is now widely applied to 3D modelling and rendering especially in the field of 3D gaming. It allows the viewer to see beams of light shining through the environment; seeing sunbeams streaming through an open window is an example of volumetric lighting, also known as God rays.
In volumetric lighting, the light cone emitted by a light source is modeled as a transparent object and considered as a container of a "volume": as a result, light has the capability to give the effect of passing through an actual three dimensional medium (such as fog, dust, smoke, or steam) that is inside its volume, just like in the real world.
Ahh I didn't mean to cause confusion. I meant don't get excited because it wasn't recently that I saw it played live, not don't get excited because it like sucked or something.
3DS: Span_Wolf - 4854-6434-9883/WiiU:Span_Wolf
Steam: http://steamcommunity.com/id/Span_Wolf/
Yeah no worries, just wanted to demonstrate how I read it. Good to hear though.
I'm hoping we do get some of that expected news today.
AJ2 soundtrack: NAME YOUR PRICE ON BANDCAMP! Album: BANDCAMP! iTunes Spotify Amazon UK
I could always post the blurb I wrote on the game from way back when. It wouldn't be current news, but it would be kinda fun to look back on something from almost 4 years ago.
3DS: Span_Wolf - 4854-6434-9883/WiiU:Span_Wolf
Steam: http://steamcommunity.com/id/Span_Wolf/
I still am.
PSN: SirGrinchX
Xbox Live: SirGrinch X
Sure why not, it'll be something to read here at work
AJ2 soundtrack: NAME YOUR PRICE ON BANDCAMP! Album: BANDCAMP! iTunes Spotify Amazon UK
Ok, but keep in mind this is like 4 years old..
Blurb from a larger article:
3DS: Span_Wolf - 4854-6434-9883/WiiU:Span_Wolf
Steam: http://steamcommunity.com/id/Span_Wolf/
That said, I'm not too big on survival horror style combat (or in other words, lol you can't aim a gun which makes it scary). Did you get to play the combat Spaniard?
Then you've got the engine which, from the videos I saw back when this was first announced, looked utterly amazing.
I just hope and pray that they've not had to compromise this at all.
AJ2 soundtrack: NAME YOUR PRICE ON BANDCAMP! Album: BANDCAMP! iTunes Spotify Amazon UK
Well, it's.. ah...probably pining for the fjords.
Sorry, I got Parrot Sketch syndrome from the thread title.
AJ2 soundtrack: NAME YOUR PRICE ON BANDCAMP! Album: BANDCAMP! iTunes Spotify Amazon UK
Click for holy shit
Everything sounds utterly fantastic, especially the tv series pacing. Alone in the Dark had very few redeeming features, but that continual cliffhanger / pacing change setup was excellent.
Episodes are not a good way to do a game.
Aye i know, i just thought id randomly slap it in, coz that's gonna be awesome too
What? Games have been employing self contained levels for twenty years and it has worked out nicely.
I don't know if it will be implemented the same here, but he seems to be referring to a plot setup where multiple things occur and are not all resolved in the same chapter. Perhaps time passes between "Episodes/Chapters." Modern TV shows, with plotted out Seasons, have been doing this for a little while and it appears that the format is moving to a few games now.
To me, it's all a question of "Does it serve the overall story? Do I get some satisfaction as each chapter/episode is finished that all leads up to the game's 'Finale'? Or is this just a way to divide up the game (levels) by using a term that is just interchangeable with chapter/level?"
A small town with a dark underbelly and strange citizens, lots of psychological/supernatural dealings, etc. Sounds good. Glad to know the game still exists.
I do not agree. It's pretty easy for me to envision what they're doing as full of awesome.
Besides, as has been pointed out already, games have been doing "episodes" for two decades, only the episodes have been called by a different name.
(Aren't the main planets of Mass Effect really just self-contained "episodes" that are part of a larger narrative, for instance?)
Yeah. Or even in incredibly linear games like Half Life 2. Nova Prospeckt is as much an episode as highway 17.
Episodes are just contained gameplay moments, thematically and with their own pacing.
Open world is synonomous with GTA and if that isnt the type of game they're making it shouldn't be advertised that way but I don't think episodes would work very well in that type of game. Then again maybe they're just being stupid about the definition of episodes.
Umm... It had almost all the features that were first announced. The only thing it didn't have that comes to mind was a water phase, underwater colonies, I think the 'Genesis Device', and the Close Encounters of the Third Kind UFO singing flashing thingy.
I think you're thinking in very rigid terms. An episode doesn't need to feel closed off or very strictly "like a level," even in an open world game. Their definition of an episode appears to be narrative-driven, and that could work fine. The idea is that a series of smaller story arcs -- "missions" or however you want to term them -- will somewhat standalone within the context of a larger story. Narrative levels, so to speak.
And there are plenty of ways to segment them in a recognizable way, each with its own feel, even within an open world game.
Maybe an episode's story takes place largely in a specific locale even (while allowing you to go elsewhere if you want). Maybe changes are made to the world between each episode (this building is gone, people disappear for this one, zombies line the roads in that one, etc.). Maybe the main characters of each episode differ/change. Maybe the sky is spooky red for a certain episode. Maybe cars don't work in another. Whatever.
There were thematic end points in GTA IV, for instance, that would need little restructuring outside a title card and maybe a slightly better narrative structure in order to be called the end of one episode and the start of another. Like when you hit that small island up top and work for the female drug dealer and the "the streets" camera dude. You're working in one part of a larger world, for a small and specific cast, each with their own arc. Ensure the writing gives that segment a bit more a well-defined beginning/middle/end arc and wala, you have an episode. An episode part of a larger narrative.
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Steam ID : rwb36, Twitter : Werezompire, Facebook : Zeboyd Games
they said something about "open-ended" in that long quote you posted a couple posts back, wherever that came from. i think theres plenty of room for something to be open-ended and not be a GTA style sandbox game though.
AND SHE WOULDN'T GIVE IT TO ME
I never asked for this!
I never asked for this!
Open ended is different. Actually a better example is Crysis. The levels are very wide and open, not particularly linear, but the overall game is a linear progression of levels not connected to one another.
Is Crysis at all structured like GTA? Nope. Open ended just means that the tunnel of linearity is wide, but there are still walls.
A Computer Gaming World cover story preview, maybe?
That picture is hot, and I can't wait for the trailer to be leaked to the internet. "Between friends" my ass, it'll be out by the evening and I will be extremely happy.
AJ2 soundtrack: NAME YOUR PRICE ON BANDCAMP! Album: BANDCAMP! iTunes Spotify Amazon UK
Also whats the deal with that? Alan Wake doesn't seem like the game that needs super physics.
I never asked for this!