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Try not to be totally lost when I say that NVIDIA annouced their FY Q3 2016 results last month. In doubt, just google it.
Yah, fiscal years have always been messed up.
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Try not to be totally lost when I say that NVIDIA annouced their FY Q3 2016 results last month. In doubt, just google it.
Yah, fiscal years have always been messed up.
Yah, fiscal years have always been messed up.
I see lots of people here wanting so many things to happen and I can honestly tell you, as a indie game writer myself, Bioware is not lying about the process it takes to implement even a single idea. Time/budget/scheduling etc. really hampers the amount of ideas thrown into a project. I came up with literally hundreds of ideas that didnt make it into a project but that doesnt mean we are lazy. Besides, Bioware is one of the very few companies out there in 2015 that gives us games that is worth every penny. To the devs, if you are reading this, I am really anxious to uncover the secret of the remnant and I cant wait to see your vision for this next project. And please don't allow EA to rush you guys, they have a habit of doing that. You guys are very passionate about the work you do and myself among others highly enjoy your games. As I mentioned other companies tend to release crappy and lazy content then make excuses later like what 343 Industries did with Halo 5, but you guys are unique and should remain that way. I feel bad about Caseys departure over the ending of ME3 that I didnt mind at all. He cared a lot about ME and gave us one the best game trilogies that IMO still hasnt been beaten. The writing, atmosphere, music, SFX, art, level design, the emotion it all synced so perfectly. NO other trilogy made me so emotional EVER. Having one last drink with Garrus in ME3 when literally all hope was lost due to the sheer strength and numbers of the reapers made me shed a tear. To the scary sound of the reaper asari to the OVERPOWERING nature of the reapers in ME3 and that final space battle makes ME the best series still to this day. When I played ME3 and got closer to the end, I felt a sense of hoplessness in myself and the characters. A very depressing mood fell upon the normandy and for a while I sat the controller down, took a breath, lit a cigarrette and thought to myself...wow we will never win this. So one question, how do you guys capture so many emotions when developing? Was it done intentionally? or did it just...happen? And will Andromeda have that same emotion? ME 1-3 kinda set the bar pretty high.
Hear, hear.
As an on-again off-again writer, I throw countless ideas into the trash, and I'm only even in charge of one person and one person's assets -- me.
We should link up and begin a project. ![]()
My avatar is a character I did for a game I worked on.
gx3 is the new gaymerx for those that have been asking.
We should link up and begin a project.
My avatar is a character I did for a game I worked on.
Count me in too! Writer of our game company here (i must have over 150 lore pages written already... )
gx3 is the new gaymerx for those that have been asking.
Yeah I'm going to be there. I know Jennifer Hale and David Gaider are speakers/attendees. Anyone else from BioWare coming?
It always confuses me that most of EA's fiscal year occurs in the previous calendar year.
Usually for the naming convention it goes by: The year in which the last quarter is determines the fiscal year. Because full year closure, reports, excuses for underperformance and dat. So if the last quarter ends on January 2016 it'd be FY 2016.
We should link up and begin a project.
My avatar is a character I did for a game I worked on.
You guys need a producer who cracks the whip over your heads.
Yeah I'm going to be there. I know Jennifer Hale and David Gaider are speakers/attendees. Anyone else from BioWare coming?
One of our sound designers, Terry Fairfield, along with senior cinematic designer Dan Plunkett will be there. All three of them are giving a talk on Sunday morning at 10:00am, so you should definitely check it out.
I'm a huge writer and that would be a dream job for me, working at Bioware as one of their writers.
I realize I'm a little behind on my #space tweets quota, so expect some tweets this week!
This week I'm doing a lot of combat scripting, implementation of dialog, and scripting mission initialization logic. #space
My writer wanted to know how much banter we would be needing for the mission we're working on together. We agreed on "hella lots". #space
"Hey do you think we should have some banter here to talk about [thing player doesn't know]?" "Hell yes we should" #space
What's mission initialization scripting? It is scripting that runs everytime the mission loads, either from the start or halfway in.. #space
.. that sets up events, characters, things like doors and their states correctly to make sure the experience is consistent & correct. #space
Imperator FuriosAnn @annlemay
I am listening to the #Godzilla soundtrack while working. Take that as you will. ![]()
Godzilla sized enemies confirmed ![]()
Godzilla sized enemies confirmed
Already done. Remember Soveriegn and Harbinger?
Snip
My writer wanted to know how much banter we would be needing for the mission we're working on together. We agreed on "hella lots". #space
"Hey do you think we should have some banter here to talk about [thing player doesn't know]?" "Hell yes we should" #space
What's mission initialization scripting? It is scripting that runs everytime the mission loads, either from the start or halfway in.. #space
.. that sets up events, characters, things like doors and their states correctly to make sure the experience is consistent & correct. #space
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Now this is interesting.
1.-- Banter can be for this specific mission or perhaps most/all of the missions. More importantly, though, will there be banter during mission brifing, on the way to target, during the mission (ie: combat) and/or post mission debriefing?
2.- Will the Creative Director allow said banter?
3.- This also suggests that the VO actors are still on the payroll because of #4.
4.- This also suggests that the overall game voice scripting/banter/story is not yet completed.
Say, Jose, perhaps you can advise/suggest to your writer about banter between the squad members about a previous mission where one of them did something awfully stupid or brilliant. I think this would add some continuity / bonding.
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*snip*
Say, Jose, perhaps you can advise/suggest to your writer about banter between the squad members about a previous mission where one of them did something awfully stupid or brilliant. I think this would add some continuity / bonding.
We target the mission we're working on specifically. There is a lot of information to share, and banter is the most convenient way to do that. And of course the stuff that's just for fun.
(and my name is Jos)
I have no idea how the "maps" will be structured. Would it be like DAI with regions and sub levels? I'd guess so, because I suppose we have different planets to visit. I don't think we'll have whole planets to explore - you'd need to generate them somehow. Then again - I see lots games developing procedural generation tieing in with handcrafted parts.
We target the mission we're working on specifically. There is a lot of information to share, and banter is the most convenient way to do that. And of course the stuff that's just for fun.
(and my name is Jos)
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"(and my name is Jos)"
Oooops! Enthusiasm tripped me >>>> Face palm. ![]()
Also, I like fun.... fun is good!
I have no idea how the "maps" will be structured. Would it be like DAI with regions and sub levels? I'd guess so, because I suppose we have different planets to visit. I don't think we'll have whole planets to explore - you'd need to generate them somehow. Then again - I see lots games developing procedural generation tieing in with handcrafted parts.
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I believe FB3 will generate the 'rough" terrain and then the artists swoop in to carve out the map area and make the scenery much, much better.
And please pray that hopping like a Hare stays with DA:I.
Note: I wonder if level design, maps and combat elements are collaborate efforts and place on a "story board" before final approval.
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I believe FB3 will generate the 'rough" terrain and then the artists swoop in to carve out the map area and make the scenery much, much better.
And please pray that hopping like a Hare stays with DA:I.
Note: I wonder if level design, maps and combat elements are collaborate efforts and place on a "story board" before final approval.
Frontier has made some elaborate models to generate their planets in ED. Complete with tectonics in an attempt to make the surface look believably realistic. The days of fractal heightmaps are over I guess. Still, if you have a story you'd want a fitting map. Do you craft it all by hand or do you run a batch of random sets to be worked with?
I believe it takes quite some collaborate effort so all the gears work towards a common goal. If you don't coordinate you end up with too much work wasted for nothing.