Mass Effect Andromeda reveal trailer except set to The Steve Miller Band's The Joker.
The Mass Effect Andromeda Twitter Thread
#20051
Posté 13 août 2015 - 07:01
#20052
Posté 13 août 2015 - 08:10
I'm doing one of the least exciting parts of building a game, which is documenting that which is being built. #space
Why document when you can just build it? Many reasons! What happens if one of the people building these can't work on it? Someone takes over
Also, while it's arguably cooler to be building the stuff, I couldn't possibly maintain an overview of everything in the game. #space
Luckily, there are people whose job it is to maintain a steady vision of the project as a whole, and course correct it where needed. #space
And documentation greatly helps with keeping an overview. Can't have 2 awesome missions that do an exact same thing as the twist. #space
That, and sometimes, just sometimes, people come up with really awesome ideas that just don't fit within the project's universe, or scope.
And these documents usually feed the backlog of tasks that need doing. A mission may require the development of a new system. #space
But what if that new system is only used for that one mission, and takes months of programming work? Important considerations.
- N7M, JohnConnor2029, JeffZero et 6 autres aiment ceci
#20054
Posté 13 août 2015 - 08:27
I'm doing one of the least exciting parts of building a game, which is documenting that which is being built. #space
Why document when you can just build it? Many reasons! What happens if one of the people building these can't work on it? Someone takes over
Also, while it's arguably cooler to be building the stuff, I couldn't possibly maintain an overview of everything in the game. #space
Luckily, there are people whose job it is to maintain a steady vision of the project as a whole, and course correct it where needed. #space
And documentation greatly helps with keeping an overview. Can't have 2 awesome missions that do an exact same thing as the twist. #space
That, and sometimes, just sometimes, people come up with really awesome ideas that just don't fit within the project's universe, or scope.
And these documents usually feed the backlog of tasks that need doing. A mission may require the development of a new system. #space
But what if that new system is only used for that one mission, and takes months of programming work? Important considerations.
Documentation is important for game development, exponentially so with bigger games.
And if you cannot document or describe the pacing and ideas of a mission you're building, that's a problem. Lots of people have buy-in.
In many ways, documenting missions is also a form of pitching the vision you have for it. You want people on-board with that vision.
The work on a single mission is not one person's. Level design, environment art, writing, audio, QA, and additional departments as needed.
In big games, your ideas are never the only ones. A good working relationship, and sharing ideas and input are vital to success.
Ideas can be really cool in a vacuum, but often present challenges for one or more disciplines. The best way to know is to involve them!
And you know what? Nobody doing this is perfect at what they do. Various people working together complement each other where needed.
- N7M, JeffZero, MegaIllusiveMan et 7 autres aiment ceci
#20056
Posté 13 août 2015 - 08:45
Ordered mine, yay! ...And now the waiting game begins ![]()
#20059
Posté 13 août 2015 - 09:33
Works as a fantastic soundtrack while playing new content on Mass Effect: Andromeda. Not everyone agrees
https://www.youtube....v=cbl8mrx4Tx0 …
- N7M aime ceci
#20060
Posté 13 août 2015 - 10:14
Mass Effect Andromeda reveal trailer except set to The Steve Miller Band's The Joker.
"Some people call me the space cowboy, yeah
Some call me the gangster of love
Some people call me Maurice Bob
'Cause I speak of the pompitous of love...
I'm a joker, I'm a smoker
I'm a midnight toker...."
what.
#20061
Posté 13 août 2015 - 10:20
Hmm, I get the feeling Jos is trying to convince himself of the virtues of documenting his build. lol.
I appreciate it, though, Jos. Build it. Document it. Slang your build, Jos! Until they holler, "Stop!"
- KrrKs aime ceci
#20062
Posté 13 août 2015 - 10:21
...i will listen to this song of Perlinski. we shall see.
edit: ......
..
![]()
#20064
Posté 14 août 2015 - 12:38
*Drools* It's...
beautiful! Pitty, I have $0.00 T-T Plus, I think my Bf will tell me how stupid it is to waste money on statues/figures. BUT I REALLY WANT TALI!!!
- Dar'Nara aime ceci
#20065
Posté 14 août 2015 - 02:17
Maybe they create the characters, then insert the sexuality. Unless of course you are under the delusion that all gays are the same personality....
I'd say your line about all for inclusiveness is a lie if the very first thing that comes to your mind when you see this post is 'They are creating a character specifically to be gay/lesbian/bi'.
After all Shepard could be any of those things and could have variant personalities, so it is hardly unrealistic for them to create a character then, later, realize that character would be better if they were gay/lesbian/etc....
No, the way Bioware is starting to come across to me is that the sexuality aspect is something they think of as the first thing or something, and no, that's not to say it's gonna define the character by his/her sexuality, but I think it's super lame to put romance-options at the forethought for every companion you make. What I hope the process is, is something like 1) What story do we wanna tell, 2) what characters would be central to have 3) why would this romance between x or y companion be interesting in the context of the story.
I think there's too much Bioware-dating-sim syndrome in how they've done romances in the last 3 games or so. I thought the romances in DA:I were really shallow, probably because there were too many, and probably because they didn't make any one romance feel like it belonged to the core themes of the story... actually, maybe they haven't done that for any romance yet, but that's what I'd like to see, something where the romance option feels integral or enlightening to the story, like in Witcher 3 for instance. (that game keeps coming in from every angle in every discussion. I can't help it)
- SMheatstroke23 aime ceci
#20066
Posté 14 août 2015 - 02:35
Dark Horse Comics @DarkHorseComics
Enter the expansive universe of @masseffect w/ a collection of 20 high-quality poster prints: http://goo.gl/NGzn1I



- MegaIllusiveMan et Dar'Nara aiment ceci
#20067
Posté 14 août 2015 - 02:55
Chris Wynn @The1Wynn
Game dev fact: rough cinematics with finger guns are way better than real guns.
Michael Gamble@GambleMike: @The1Wynn I think we should ship it.
- N7M, JeffZero, Ajensis et 3 autres aiment ceci
#20068
Posté 14 août 2015 - 02:58
...i will listen to this song of Perlinski. we shall see.
It starts interesting, then they go all Avenged Sevenfold on me ![]()
- rapscallioness aime ceci
#20069
Posté 14 août 2015 - 03:01
Fun fact:
I began to study documentation in Games a couple of days ago, and he pretty much said what I've been told last week... Still, writing those documents are not my cup of tea ![]()
Modifié par Chala, 14 août 2015 - 03:04 .
#20070
Posté 14 août 2015 - 07:59
Ian S Frazier@tibermoon: Don't have time to hook up guns in a scene before a review? That's cool, just make the characters use finger pistols. Best. Cinematic. Ever.
They should totally leave this in the game.
Just have one random cutscene midway through the story where the characters inexplicably use finger pistols and then nobody ever comments on it again.
- Verfallen, Nightsong, JeffZero et 6 autres aiment ceci
#20071
Posté 14 août 2015 - 12:53
@User: @The1Wynn Any new ME vid coming out soon..?
Chris Wynn@The1Wynn: @User nope, we are focused on building the game.
- N7M, KrrKs et Dar'Nara aiment ceci
#20072
Posté 14 août 2015 - 02:19
Actually, that's interesting - does that mean that the animators can now manipulate individual fingers and parts of the hand?
I don't think that was really a thing before, even in DA:I.
#20073
Posté 14 août 2015 - 03:00
I'm pretty sure that was possible before:

(Not to mention the 'point at something' or hold something animations)
It's just (way) easier not to do so in most cases. And likely not really needed that often.
#20074
Guest_AugmentedAssassin_*
Posté 14 août 2015 - 04:30
Guest_AugmentedAssassin_*
Not sure if you guys got the latest news, So, I will just post the link.
http://www.bidnesset...aracters-but-f/
#20075
Posté 14 août 2015 - 04:33
Actually, that's interesting - does that mean that the animators can now manipulate individual fingers and parts of the hand?
I don't think that was really a thing before, even in DA:I.
Been a long time since you played the game, huh? "Hold the Line!"





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