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The Dragon Age Twitter Thread


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#13451
Guest_simfamUP_*

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Okay... anyone have any Twitter comments or discussion to talk about here? I regret even bringing up this line of conversation.


When tweets are dry this sort of thing happened. Sorry for continuing this, even though it's out of topic. I used to do the same in the ME3 forums xD yeah I can be an arse...

#13452
Giubba

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https://twitter.com/...7430913/photo/1

Am i wrong or this tweet was already posted months ago?

Modifié par Giubba1985, 10 décembre 2013 - 06:31 .


#13453
thats1evildude

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Giubba1985 wrote...

https://twitter.com/...7430913/photo/1

Am i wrong or this tweet was already posted months ago?


I have seen that concept art before on Matt Rhodes' blog, but it hasn't been posted on Twitter and isn't on the main Inquisition website. Interesting.

Modifié par thats1evildude, 10 décembre 2013 - 06:52 .


#13454
gangly369

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That picture was from the gameplay demo shown at PAX and Digiexpo 2013

#13455
Airell

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I don't think we will see any new information tell 2014.

#13456
Ilidan_DA

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Hello Mr. Laidlaw, a brief question: will we be able to alter our characters physique in Dragon Age Inquisition?

Mike Laidlaw ‏

Not with sliders.We're investing in supporting 4 race body types instead.

Modifié par Wiedzmin182009, 10 décembre 2013 - 08:29 .


#13457
The Qun & the Damned

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Wiedzmin182009 wrote...

Hello Mr. Laidlaw, a brief question: will we be able to alter our characters physique in Dragon Age Inquisition?

Mike Laidlaw ‏

Not with sliders.We're investing in supporting 4 race body types instead.

Hmm, intriguing.:D

#13458
Steppenwolf

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Did anyone think each race wouldn't have a unique body type? They took the time to do it already in DA2.

#13459
devSin

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I think some people will interpret that as multiple body types for each of the races and not as a different body type for each race (which is what Mike meant to say).

I groaned a bit when I saw how he wrote it.

#13460
MarchWaltz

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Well, I hope there are more than 4 body types...since females and males have to have diff body types...so that would be 8 body types.

Human M/F, Elf M/F, Dwarf M/F, Qunari M/F

Modifié par MarchWaltz, 10 décembre 2013 - 10:07 .


#13461
thats1evildude

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devSin wrote...

I think some people will interpret that as multiple body types for each of the races and not as a different body type for each race (which is what Mike meant to say).

I groaned a bit when I saw how he wrote it.


It is a tad confusing.

#13462
Ilidan_DA

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I asked:

Łukasz Krawczyk ‏@IlidanDA

@Mike_Laidlaw By saying you're supporting 4 race body types you mean 4 types - 1 for each race, or 4 types for each race, 16 in total?

Mike Laidlaw ‏@Mike_Laidlaw

@IlidanDA 2 bodies per race, 1 male, 1 female.

Modifié par Wiedzmin182009, 10 décembre 2013 - 10:43 .


#13463
Cleatcleat

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Well there goes my dream of playing a fat guy with badly stretched armor, damn you Bioware, damn you to hell!!

#13464
Ilidan_DA

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"fat guy"?

You have a dwarf.

#13465
TheInquisitor

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Isn't the fact that each race has a different body type kind of a given?

I mean, a human wouldn't be as muscular as a Qunari.

#13466
Guest_Lady Glint_*

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Maybe Mike was trying to be funny.

#13467
vandalDX

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Did the PC version of Mass Effect have body-shape sliders? I've only played those on Xbox. I just got the PC version of Dragon Age: Origins, and was surprised how much more dynamic the character creation screen was.

#13468
Guest_simfamUP_*

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valhallaVANDAL wrote...

Did the PC version of Mass Effect have body-shape sliders? I've only played those on Xbox. I just got the PC version of Dragon Age: Origins, and was surprised how much more dynamic the character creation screen was.


Yes, you can even slide the size of Shepard's penis/breasts for when the sex-cutscenes show up :devil:

#13469
Hrungr

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Mary Kirby ‏@BioMaryKirby
Sylvia: "I want to know, where do lions live in Dragon Age?"
Sheryl: "In your heart, Sylvia."
#WritersPit

John Epler ‏@eplerjc
You are in a good place when your test levels are higher fidelity than your previous title's shipped levels.

#13470
Fast Jimmy

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simfamSP wrote...

valhallaVANDAL wrote...

Did the PC version of Mass Effect have body-shape sliders? I've only played those on Xbox. I just got the PC version of Dragon Age: Origins, and was surprised how much more dynamic the character creation screen was.


Yes, you can even slide the size of Shepard's penis/breasts for when the sex-cutscenes show up :devil:


This is how Fox News happens, simfam!

#13471
Fast Jimmy

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Hrungr wrote...
John Epler ‏@eplerjc
You are in a good place when your test levels are higher fidelity than your previous title's shipped levels.


My, my... color me impressed. Although there is certainly a dig in there about DA2's quality, having that many test milestones hit a year before release is an accomplishment. 

#13472
David7204

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So err...what exactly does 'fidelity' mean in a level design context?

#13473
Fast Jimmy

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David7204 wrote...

So err...what exactly does 'fidelity' mean in a level design context?


It's not level design. It's the level of fidelity to your testing models and plans.


Prior to moving to Production (going Gold, as it were for video game design), you obviously have a test plan that has many goals to hit, ranging from interface appearance to sanity checks to working out bugs. When crunch time for a game happens, this is usually the things that get crammed in at the end - things have been designed and they now have to spend every waking moment of life making sure they work as they were intended. Its a nearly endless list of checkboxes to make sure things work and fix them.

Oftentimes, you can't check all the boxes - not because they truly don't work, but simply because you didn't have time to fully test them. Other times, you have identified bugs, but they have been deemed so rare and unpredictable that fixing them would push back the schedule and other items have more priority.

For even one area of the project (John works in the cinematic design area) to be showing the same levels of fidelity - meaning they have tested and are seeing what they expect to see - as a completely finished and shipped product - DA2 - is very good. Very good indeed. 

The word "fine tooth comb" comes to mind, but, again, that's just one developer from one department. So cinematic design could be locked down and ready to go while combat design is stuck in development hell. But all in all, definitely not a BAD thing. By any stretch.

Modifié par Fast Jimmy, 11 décembre 2013 - 02:18 .


#13474
Hrungr

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Fast Jimmy wrote...

Hrungr wrote...
John Epler ‏@eplerjc
You are in a good place when your test levels are higher fidelity than your previous title's shipped levels.


My, my... color me impressed. Although there is certainly a dig in there about DA2's quality, having that many test milestones hit a year before release is an accomplishment.

Indeed. Which reminds me, there was also this fun little exchange a month back when the gameplay footage debuted...

Cameron Lee:
I hear there's footage of super pre-alpha Dragon Age Inquisition gameplay floating around the net. What do you guys think of it? #DAI

Scottishwarrior92:
@Cameron__Lee it look really gd from what ive seen. and thats pre-alph..cant wait to see the final thing

Cameron Lee:
@ScottishW92 Ya it gets better looking with every day. You'd pee yourself with what I'm playing today.


Modifié par Hrungr, 11 décembre 2013 - 02:21 .


#13475
Fast Jimmy

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Fast Jimmy wrote...

David7204 wrote...

So err...what exactly does 'fidelity' mean in a level design context?


It's not level design. It's the level of fidelity to your testing models and plans.


Prior to moving to Production (going Gold, as it were for video game design), you obviously have a test plan that has many goals to hit, ranging from interface appearance to sanity checks to working out bugs. When crunch time for a game happens, this is usually the things that get crammed in at the end - things have been designed and they now have to spend every waking moment of life making sure they work as they were intended. Its a nearly endless list of checkboxes to make sure things work and fix them.

Oftentimes, you can't check all the boxes - not because they truly don't work, but simply because you didn't have time to fully test them. Other times, you have identified bugs, but they have been deemed so rare and unpredictable that fixing them would push back the schedule and other items have more priority.

For even one area of the project (John works in the cinematic design area) to be showing the same levels of fidelity - meaning they have tested and are seeing what they expect to see - as a completely finished and shipped product - DA2 - is very good. Very good indeed. 

The word "fine tooth comb" comes to mind, but, again, that's just one developer from one department. So cinematic design could be locked down and ready to go while combat design is stuck in development hell. But all in all, definitely not a BAD thing. By any stretch.


Unless, of course... Epler was talking truly about test levels, as in levels used to test scenes out in. In which case I would assume they have more ambient activity, or higher polish on background items, or what-have-you. And, in which case, my above statement may seem pretty silly.