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The Dragon Age Twitter Thread


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#7501
CudaThedas

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Scylla Costa ‏@scyllacosta
Door is open, as long as you have the card. #sprintreviewday #DA

#7502
rockits

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It would be fantastic if they recorded all these Sprints to show us fans once the game is released.

#7503
Dagr88

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Sebciooo911 wrote...

Fernando Melo ‏@DiscoBabaloo
I think we may hear more about monkeys next #SprintReviewDay

Par Vollen? Seheron? Zoo?

#7504
CudaThedas

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Jason Barlow ‏@JasonTBarlow
The Combat team is going through a preparation montage for #SprintReviewDay I'm literally seeing the magic happen.

#7505
CudaThedas

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Chris Priestly ‏@BioEvilChris
Koalas vs monkeys, FIGHT! #SprintReviewDay

Mark Darrah ‏@BioMarkDarrah
And why is that called Koala? #SprintReviewDay

Fernando Melo ‏@DiscoBabaloo
"Koala, it's like a monkey but isn't" #nocontext #SprintReviewDay

Modifié par Sebciooo911, 07 juin 2013 - 04:37 .


#7506
ElitePinecone

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They probably contain (too much?) information about Bioware's development processes and resources to be made public, especially if the speakers are talking about budgets and timeframes. Also as much as I enjoy the teasing, a lot of the technical stuff would probably be quite dull, or totally impenetrable to the non-specialist.

#7507
ElitePinecone

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Dagr88 wrote...

Sebciooo911 wrote...

Fernando Melo ‏@DiscoBabaloo
I think we may hear more about monkeys next #SprintReviewDay

Par Vollen? Seheron? Zoo?


From past references to monkeys and monkey farms, I think it's a type of development software. 

Apparently so is Koala!

(Koala needs .eucalypt filetypes, spends most of the day compiling, can only use certain trees and is prone to nasty bugs.)

#7508
rockits

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ElitePinecone wrote...

They probably contain (too much?) information about Bioware's development processes and resources to be made public, especially if the speakers are talking about budgets and timeframes. Also as much as I enjoy the teasing, a lot of the technical stuff would probably be quite dull, or totally impenetrable to the non-specialist.


Of course they wouldn't show us the sensitive stuff. Edit it for our amusement, only showing the monkeys, the nugs, the koalas and I don't know what...accompanied by wub wub and robotic voices.

#7509
CudaThedas

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Mark Darrah ‏@BioMarkDarrah
Most heated conversation so far? Build tech. #SprintReviewDay

#7510
CudaThedas

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Tyler Lee ‏@tylerD_lee
yay, my talking is done! Now to go see other ppl's cool stuff #SprintReviewDay

#7511
andar91

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What is Build Tech, I wonder?

#7512
CudaThedas

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Ryan Warden ‏@LesPaulDuJour 1 min
Yesssssss #sprintreviewday pic.twitter.com/LnLvlW2Vu5
https://pbs.twimg.co...Aa3d-.jpg:large

Modifié par Sebciooo911, 07 juin 2013 - 05:00 .


#7513
CudaThedas

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Ryan Treadwell ‏@Ryan_Treadwell
Hanging out in the Theater, waiting for my production bro @Liz_Lehtonen's presentation to start. #SprintReviewDay

Mark Darrah ‏@BioMarkDarrah
It's the FAT team. What's that you ask? Not telling. #SprintReviewDay

Modifié par Sebciooo911, 07 juin 2013 - 05:02 .


#7514
rapscallioness

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Sebciooo911 wrote...

Chris Pickford ‏@TheBoyChris
Hoping today I don't post any pictures that cause an episode of CSI Dragon Age on the forums... #sprintreviewday

Chris PriestlyChris Priestly ‏@BioEvilChris
Awesome placeholder names: Frostitude, Incinnery & Mageitude #SprintReviewDay


How funny! Ha! Everything causes CSI Dragon Age on the BSN. That's just how we roll..

Dam. I gotta take my dogs to the vet. in a lil bit. Hopefully I can still catch sum Sprint, and perhaps a few drinks:O

#7515
Reznore57

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andar91 wrote...

What is Build Tech, I wonder?


Image IPB

Something like this?
It seems like it would go well with whipped cream.:wizard:

#7516
ElitePinecone

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andar91 wrote...

What is Build Tech, I wonder?


At a guess, it's the technology that manages builds of the game while it's in development. With so many people working and testing DA3 at one time, they need to be able to update the code quickly and easily, and that needs a lot of different technology. There are other concepts like "compiling" that I don't really understand. 

(There are some interesting posts from Allan and some other developers about how builds work with Frostbite 3, I think they might even be in this thread if you search for Bioware dev posts)

#7517
CudaThedas

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Chris Priestly ‏@BioEvilChris
The sand goes up to your waist. #SprintReviewDay

#7518
azarhal

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andar91 wrote...

What is Build Tech, I wonder?


I took it as the technology they use to create the game builds.It's a software developement thing. It's pretty boring stuff if you don't have to manage builds.

#7519
rapscallioness

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Sebciooo911 wrote...

Fernando Melo ‏@DiscoBabaloo
'Fat' levels #nocontext #SprintReviewDay


well, I always do prefer a level w/sum meat on its bones....:mellow:

#7520
ElitePinecone

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From six months ago:

Allan Schumacher wrote...

BasilKarlo wrote...

One thing to keep in mind is that games go through numerous "builds." A barebones, completely unpolished, super-early version of the game that just showcases a few gameplay mechanics for the devs is a build. The version where everything still looks undetailed and hollow is a build. Etc.


With the way Frostbite works, we get new builds pretty much hourly. Though we tend to stick with one build per day.


Allan Schumacher wrote...

ElitePinecone wrote...

I'm curious as to how (or why?) it seems to work so differently to Eclipse, is it easier for devs to add in content or change programming on the fly?

I had a vague idea that builds take a while to compile (if that's even the right verb) - is it better or more efficient on Frostbite compared to previous engines you've used?


It's just different. With Eclipse (and even Frostbite), we have have build machines that would do incremental builds (only build the changes) every hour. With Frostbite the rate is actually faster as the build machines start there thing when they detect any changes (rather than timed).

This has an advantage of detecting build breakages somewhat quickly, so they can be fixed to minimize downtime (we also have services in place that attempt to detect whether or not code or content is broken before a change is even submitted).

At night, there is a "full rebuild" that occurs which is a bit more thorough in ensuring all things build properly. Although I find at this point a full rebuild of code takes about 40 minutes. Fully building the current "in game" assets takes about another 30 minutes. Fortunately, 90% of the time incremental builds are sufficient.



#7521
rapscallioness

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Sebciooo911 wrote...

Chris Priestly ‏@BioEvilChris
The sand goes up to your waist. #SprintReviewDay


We have enchantment..Sandal!

And waist high sand....interesting

I thought we already knew what FAT meant, tho? Sum tech term? Apparently not Flaming Andraste's ****** team, afterall. A shame, really

#7522
Daralii

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ElitePinecone wrote...

Dagr88 wrote...

Sebciooo911 wrote...

Fernando Melo ‏@DiscoBabaloo
I think we may hear more about monkeys next #SprintReviewDay

Par Vollen? Seheron? Zoo?


From past references to monkeys and monkey farms, I think it's a type of development software. 

Apparently so is Koala!

(Koala needs .eucalypt filetypes, spends most of the day compiling, can only use certain trees and is prone to nasty bugs.)

And something in ME3 was Wombat. Bioware likes using small mammals as software designations, for some reason.

#7523
CudaThedas

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Chris Priestly ‏@BioEvilChris
The dying hostile "animals" let out a mournful cry. The entire room goes "Awwwww" as we're all a bunch of softies. #SprintReviewDay

#7524
rapscallioness

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Happy 300 DA Twitter thread!

#7525
rapscallioness

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Awww.

"animals" in quotes? Hostile ones at that.Wolves attacking us in our journeys?