Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Jade Empire, Mass Effect Andromeda, Anthem, Mass Effect Legendary Edition
Emily (aka Domino) Taylor pentapod #TFW you want to open up another level in the editor, but then you think "I should save THIS level I'm working on first, JUST in case..." so you hit save and then you open up the other level and the entire editor crashes to desktop. #gamedev
Gosh, I know this so well. At this point frequently saving files and creating duplicates is basically a compulsion.
I don't work in game development, but I had to do a lot of programming during my PhD. Our campus was known for having power outages from time to time, and because the building I worked in was fairly new, sometimes electricians would need to come in and shut off certain systems. I'd always keep two flash-drives containing the most important files, a back up hard drive, multiple versions of a program, and we even had a backup generator in case things went south. To say the least, progress would not go unsaved at any point.
seb hanlon @hanlsp You can read the chapter I wrote with Cody Watts about Dragon Age Inquisition’s hybrid utility-behavior tree architecture, and a bunch of other great ideas and strategies in game AI, for FREE now! Get you some! #dragonage #gameai
AI Game Prog. Guild @aigpg Game AI Pro 3 is now available for FREE at bit.ly/2sTNdm6
42 articles from dozens of professional game AI programmers, all downloadable as individual PDF files!
EA, according to Blake, wants to exploit the more powerful hardware and expects, in the next two years, to develop games that will "blow people's minds". Aside from the marketing fluffery, EA appears to want to show off its baby, .. the FB engine.
You don't need more powerful hdw to write deep characters, branching core story , banter, side quests, choices that mean something, combat mechanics, loot drops, lvl progression, ... etc. Nope... it's all eye candy such as upping the ante in graphic quality.
One area that may see improvements is the AI controlling the NPCs.... but I'm not holding my breath.
Morpheus: "know what happened happened and that it could not have happened in any other way".
seb hanlon @hanlsp You can read the chapter I wrote with Cody Watts about Dragon Age Inquisition’s hybrid utility-behavior tree architecture, and a bunch of other great ideas and strategies in game AI, for FREE now! Get you some! #dragonage #gameai
AI Game Prog. Guild @aigpg Game AI Pro 3 is now available for FREE at bit.ly/2sTNdm6
42 articles from dozens of professional game AI programmers, all downloadable as individual PDF files!
Perception of AI oponents is a good article to read. I doubt Bio read it though. The studio just make bosses bullet sponges as an easy replacement for AI code.
Personally, I doubt EA CFO Blake was thinking of writing an excellent AI controlling DA4 NPCs when he said EA wants to exploit the power of the new hardware
Morpheus: "know what happened happened and that it could not have happened in any other way".
Patrick Weekes @patrickweekes So @biomarkdarrah is sick and really grumpy about it, so if you follow both of us, you should say something nice to him today. NOT something that requires him to do work or answer questions.
He likes tea, Warhammer 40k, and Scout Harding from DAI. GO. #FeelBetterMark
Jos Hendriks @sjosz The other designers around me being horrified with what I'm doing tells me I'm onto something good here.
Daniel Kading It’s good to have a razor for quality work.
Jos Hendriks @sjosz The joys of prototyping.
Hm... Jos is game prototyping.
Still in pre-production in Jan 2020, I see.
Hm.. from today.
1. ~20 mo. to Sep 2021
2. ~26 mo. to mar 2022
3. ~32 mo. to Sep 2022
For a 2022 launch, I'm targeting Sep 2022. I give a generous 6 mo of bug fixing. That means the game's features get locked ~Mar 2022. Production time then is about 26 mo.
Less of course if mgt stays true to past behaviour.
Morpheus: "know what happened happened and that it could not have happened in any other way".
Jos Hendriks @sjosz The other designers around me being horrified with what I'm doing tells me I'm onto something good here.
Daniel Kading It’s good to have a razor for quality work.
Jos Hendriks @sjosz The joys of prototyping.
Hm... Jos is game prototyping.
Still in pre-production in Jan 2020, I see.
Hm.. from today.
1. ~20 mo. to Sep 2021
2. ~26 mo. to mar 2022
3. ~32 mo. to Sep 2022
For a 2022 launch, I'm targeting Sep 2022. I give a generous 6 mo of bug fixing. That means the game's features get locked ~Mar 2022. Production time then is about 26 mo.
Less of course if mgt stays true to past behaviour.
BioWare traditionally launches their games in either the 1st quarter or 4th quarter (calendar year). And since the 1st quarter is out, it'll most likely fall into Oct-Dec. November I think is our best bet, as they seem to like that month.
For a 2022 launch, I'm targeting Sep 2022. I give a generous 6 mo of bug fixing. That means the game's features get locked ~Mar 2022. Production time then is about 26 mo.
Less of course if mgt stays true to past behaviour.
BioWare @bioware In 1995 young BioWare began the incredible journey of game development. Thank you for sharing worlds, stories, and companions with us over the last 25 years. Join us for the next 12 months as we celebrate the amazing work done in our studios and by our inspiring fans. #BioWare25
BioWare @bioware In 1995 young BioWare began the incredible journey of game development. Thank you for sharing worlds, stories, and companions with us over the last 25 years. Join us for the next 12 months as we celebrate the amazing work done in our studios and by our inspiring fans. #BioWare25
Hopefully some of that celebration will be talking about all the stuff they are working on.
For a 2022 launch, I'm targeting Sep 2022. I give a generous 6 mo of bug fixing. That means the game's features get locked ~Mar 2022. Production time then is about 26 mo.
Less of course if mgt stays true to past behaviour.
Hey, man, don't jinx it!
Heh - folks from around this neck of woods would say "don't call the wolf from the forest"
“The cosmos is within us. We are made of star-stuff. We are a way for the universe to know itself.”
BioWare @bioware In 1995 young BioWare began the incredible journey of game development. Thank you for sharing worlds, stories, and companions with us over the last 25 years. Join us for the next 12 months as we celebrate the amazing work done in our studios and by our inspiring fans. #BioWare25
Nice to acknowledge the "inspiring fans" who did amazing work prior to Frostbite. With Frostbite, those "inspiring fans" (ie: game modders) were left out in the cold. It's really sad that EA/Bio won't allow "inspiring fans " to create game mods. That permission would really show their appreciation. However, that permission would undercut EA's monetization policy.. unfortunate for us.
Still, we have the fans with design/art skills. We can continue to appreciate their work.
Let's hope EA/Bio won't do a Blizzard. Blizzard's new updated EULA now says that all game modders' work becomes legally copywirighted works for the company. ...
Morpheus: "know what happened happened and that it could not have happened in any other way".
I'm asking honestly here. I don't really get it. Are you getting something out of this? Is it making you happy? Lingering on a forum for a series you no longer seem to like, psychoanalyzing an entire company based on throwaway tweets from individual devs, arriving at these mercilessly negative conclusions, and typing it up for a public forum to see? Is that - I mean, is this really something you do because you enjoy it? You post quite a bit, which means you're spending quite a bit of time here, too. But why seek out something that you know will just make you feel negative? There isn't anything else that might bring you more happiness?
Life is short, man. Fill it with the stuff that makes you happy.
Jos Hendriks @sjosz The other designers around me being horrified with what I'm doing tells me I'm onto something good here.
Daniel Kading It’s good to have a razor for quality work.
Jos Hendriks @sjosz The joys of prototyping.
Hm... Jos is game prototyping.
Still in pre-production in Jan 2020, I see.
Hm.. from today.
1. ~20 mo. to Sep 2021
2. ~26 mo. to mar 2022
3. ~32 mo. to Sep 2022
For a 2022 launch, I'm targeting Sep 2022. I give a generous 6 mo of bug fixing. That means the game's features get locked ~Mar 2022. Production time then is about 26 mo.
Less of course if mgt stays true to past behaviour.
For a 2022 launch, I'm targeting Sep 2022. I give a generous 6 mo of bug fixing. That means the game's features get locked ~Mar 2022. Production time then is about 26 mo.
Less of course if mgt stays true to past behaviour.
sorry, but what's an mgt?
It's one abbreviation for management = mgt, mgmt, Mgt, Mgmt
Morpheus: "know what happened happened and that it could not have happened in any other way".
There are also articles on Laidlaw’s departure at Gamasutra, Polygon, PC Gamer News, Bleeding Cool News and a few other news sites.
It sounds like he doesn’t have another job lined up. However, I’ll note that Ubisoft is in the midst of a big shake-up after the bellyflop that was Ghost Recon: Breakpoint.