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Post by Fen'Harel Faceman on Nov 29, 2017 21:53:29 GMT
Emily (aka Domino) pentapod"Are you tinkering with something you shouldn't be tinkering with?" #overheardintheoffice Solas goatee confirmed.
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Post by Hrungr on Nov 30, 2017 0:25:17 GMT
Brianne Battye @bbattyeMaking writing playlists and need some new instrumental music (or to rediscover something awesome). Any suggestions? I love writing to movie soundtracks, but if you like something different, I'd love to hear that too Mary Kirby @biomarykirbyDepends on what (or who) I'm writing. Varric got Gershwin's Piano Rolls and Yo-Yo Ma's Bach cello suites. Vivienne got Zoe Keating and the Inception soundtrack. Brianne Battye @bbattyeVivienne gets a soundtrack about mind games? I'm shocked! [HASH]DAT
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Post by Hrungr on Nov 30, 2017 0:26:30 GMT
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Post by ladyiolanthe on Nov 30, 2017 0:49:36 GMT
Emily (aka Domino) pentapod"Oops... I just hit submit instead of pre-check..." "Did you just break the build?" "YOLO!" #overheardintheoffice [HASH]DAT
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Post by Hrungr on Nov 30, 2017 1:11:36 GMT
John Epler @eplerjc Game dev is the story of a seemingly inconsequential change to an animation asset causing gravity to stop working.
seb hanlon🕚 @hanlsp Remember on DAI when a change to the humanoid animation skeleton made keep doors stop working?
Comrade Shepherd🌹 @neolithicsheep No?
seb hanlon🕚 @hanlsp Keep doors are combat-destructible because they have a combat creature embedded in them, who has damageable collision volumes attached to their skeleton.
When we changed the skeleton, the damageable volumes ended up embedded in the ground and players couldn’t hit them any more.
[HASH]DAT
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Post by phoray on Nov 30, 2017 1:57:44 GMT
When we changed the skeleton, the damageable volumes ended up embedded in the ground and players couldn’t hit them any more. I obviously haven't been attacking enough doors.... ALL doors?
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Post by Nightscrawl on Nov 30, 2017 2:04:19 GMT
seb hanlon🕚 @hanlspRemember on DAI when a change to the humanoid animation skeleton made keep doors stop working? Well, there's a "door problem" that wasn't mentioned!
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Post by midnight tea on Nov 30, 2017 2:27:14 GMT
When we changed the skeleton, the damageable volumes ended up embedded in the ground and players couldn’t hit them any more. I obviously haven't been attacking enough doors.... ALL doors? No, he mentions keep doors, from 3 keeps we can attack.
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Post by Nightscrawl on Nov 30, 2017 2:37:08 GMT
No, he mentions keep doors, from 3 keeps we can attack. OH those! I was thinking, like, just random door around Skyhold and such.
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Fen'Harel Faceman
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Post by Fen'Harel Faceman on Nov 30, 2017 2:38:32 GMT
John Epler @eplerjcGame dev is the story of a seemingly inconsequential change to an animation asset causing gravity to stop working. seb hanlon🕚 @hanlspRemember on DAI when a change to the humanoid animation skeleton made keep doors stop working? Comrade Shepherd🌹 @neolithicsheepNo? seb hanlon🕚 @hanlspKeep doors are combat-destructible because they have a combat creature embedded in them, who has damageable collision volumes attached to their skeleton. When we changed the skeleton, the damageable volumes ended up embedded in the ground and players couldn’t hit them any more.
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Post by Hrungr on Nov 30, 2017 3:52:00 GMT
John Epler @eplerjcGame dev is the story of a seemingly inconsequential change to an animation asset causing gravity to stop working. seb hanlon🕚 @hanlspRemember on DAI when a change to the humanoid animation skeleton made keep doors stop working? Comrade Shepherd🌹 @neolithicsheepNo? seb hanlon🕚 @hanlspKeep doors are combat-destructible because they have a combat creature embedded in them, who has damageable collision volumes attached to their skeleton. When we changed the skeleton, the damageable volumes ended up embedded in the ground and players couldn’t hit them any more. Comrade Shepherd🌹 @neolithicsheepOh dear! But then how would we get sad splinters?? seb hanlon🕚 @hanlspExactly; that’s why we fixed the bug Comrade Shepherd🌹 @neolithicsheepAlso are the combat creatures goats or sheep??? seb hanlon🕚 @hanlspnope. They’re just based off the “creature” template and if I recall they have a human animation skeleton but no mesh. “Skeleton” just means there’s joint positions that meshes (or other things, like collision volumes) can be attached to. [HASH]DAT
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Post by Hrungr on Nov 30, 2017 4:06:47 GMT
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Post by phoray on Nov 30, 2017 4:51:44 GMT
^^^
mish mash of prior articles with a want list attached.
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Post by Nightscrawl on Nov 30, 2017 13:16:09 GMT
Huh... a surprising vote for open world. I mean, I enjoyed it, but most people I see pooh-pooh the concept. For what it's worth, I think MEA did handle open world a bit better than DAI in regard to having activities spread around the map and also in making the maps more dynamic. More things like day/night change in Crestwood + dam activities would go a long way to improving things.
The only thing I hated, loathed, despised (etc) from MEA's open world maps were the random quests you found by clicking on some item in the world. They're not really "fetch quests," as they don't all involve obtaining things, but that is sort of what they were. The reason they were so annoying was because they required you to go around and around and around (and around) the map, looking for more enemy camps to find whatever it was. These things were not marked on the map. If you had already done a fair bit of exploring before getting whichever quest, you might have to figure out which camps to return to. In a way, they're sort of like DAI requisitions, but much worse. At least you knew that they were requisitions and could even avoid them, but these MEA abominations disguise themselves, tempting you to pick up a random quest that might lead to something interesting, only to turn around and ensnare you in a seemingly never ending loop of exploration. I'm normally a completionist, and these were the only "quests" (they're not worthy of the word) in the entire game that I didn't finish.
The other thing I found a bit perplexing was the vote for "better connections with our party members" which specifically references the MEA loyalty missions. While this type of thing is nice, the conflict I see with these is that having such a huge amount of resources taken up with that has the potential to limit the amount of party members, and also to potentially alter the optional recruitment. All of MEA's followers were mandatory; I can't remember if any of their missions were as well. This is the problem with followers that are more closely tied to the plot, which sucks if you really hate someone.
I thought DAI had a nice amount of follower content, with a mix of actiony and non-actioney content (e.g. Cassandra versus Dorian), that was tailored to that follower. Having all of the MEA missions be some sprawling combat adventure got a bit tiresome because they were ALL like that.
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Post by phoray on Nov 30, 2017 14:20:47 GMT
I thought DAI had a nice amount of follower content, with a mix of actiony and non-actioney content (e.g. Cassandra versus Dorian), that was tailored to that follower. Having all of the MEA missions be some sprawling combat adventure got a bit tiresome because they were ALL like that. I kinda feel like MEA was locked into this giant Introduction. "we need you to know and care about these characters even if you don't want to, because they will feature heavily later." I hope in MEA2, however they feature, we can change our relationships with them. I don't want to be locked into being someone's best friend.e
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Post by Gilli on Nov 30, 2017 15:20:54 GMT
Huh... a surprising vote for open world. I mean, I enjoyed it, but most people I see pooh-pooh the concept. For what it's worth, I think MEA did handle open world a bit better than DAI in regard to having activities spread around the map and also in making the maps more dynamic. More things like day/night change in Crestwood + dam activities would go a long way to improving things. The only thing I hated, loathed, despised (etc) from MEA's open world maps were the random quests you found by clicking on some item in the world. They're not really "fetch quests," as they don't all involve obtaining things, but that is sort of what they were. The reason they were so annoying was because they required you to go around and around and around (and around) the map, looking for more enemy camps to find whatever it was. These things were not marked on the map. If you had already done a fair bit of exploring before getting whichever quest, you might have to figure out which camps to return to. In a way, they're sort of like DAI requisitions, but much worse. At least you knew that they were requisitions and could even avoid them, but these MEA abominations disguise themselves, tempting you to pick up a random quest that might lead to something interesting, only to turn around and ensnare you in a seemingly never ending loop of exploration. I'm normally a completionist, and these were the only "quests" (they're not worthy of the word) in the entire game that I didn't finish. The other thing I found a bit perplexing was the vote for "better connections with our party members" which specifically references the MEA loyalty missions. While this type of thing is nice, the conflict I see with these is that having such a huge amount of resources taken up with that has the potential to limit the amount of party members, and also to potentially alter the optional recruitment. All of MEA's followers were mandatory; I can't remember if any of their missions were as well. This is the problem with followers that are more closely tied to the plot, which sucks if you really hate someone. I thought DAI had a nice amount of follower content, with a mix of actiony and non-actioney content (e.g. Cassandra versus Dorian), that was tailored to that follower. Having all of the MEA missions be some sprawling combat adventure got a bit tiresome because they were ALL like that. The problem I had with those quests, was that either the camps, or the items you had to find in them, didn't spawn for me. (or it took ages for them to spawn ) I have one quest I never could finish, because the item I need never appeared. I think the mission text was "Destroy "Thing"" Just that the Thing never spawned.
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Post by Hrungr on Nov 30, 2017 16:17:12 GMT
John Epler @eplerjcGame dev is the story of a seemingly inconsequential change to an animation asset causing gravity to stop working. seb hanlon🕚 @hanlspRemember on DAI when a change to the humanoid animation skeleton made keep doors stop working? Comrade Shepherd🌹 @neolithicsheepNo? seb hanlon🕚 @hanlspKeep doors are combat-destructible because they have a combat creature embedded in them, who has damageable collision volumes attached to their skeleton. When we changed the skeleton, the damageable volumes ended up embedded in the ground and players couldn’t hit them any more. Ask a Game Dev @askagamedevOne of my favorite DAI memories was assaulting a keep. I broke the door down and killed almost everybody there. The boss ran away (low health) and I would have given chase, except then Dorian resurrected the door It was a combat ally, and I didn't know I could end the spell early at the time since he had just recently gotten it. So... I stood there for several minutes waiting for my "friendly" door to die so I could get past it and finish claiming the keep seb hanlon🕚 @hanlspusing fake creatures for combat damageable props sure has some Unintended Consequences Ask a Game Dev @askagamedevThis reminds me of how a graphics optimization pass broke a bunch of triggers The designers needed a way to hack together a timed/delayed trigger that they didn't have access for, for some reason. So they had an invisible enemy that would get shot by a projectile aimed at it and, on taking damage, would trigger whatever magic needed happening The graphics programmer, trying to save cycles, changed the code such that it wouldn't update projectiles that weren't being rendered on screen, just handle damage effects immediately. It'd be a little bit desynched, but the damage was inevitable anyway on an online game Man, video game dev has some really weird, hacky shit sometimes. [hash]DAT
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Post by midnight tea on Nov 30, 2017 17:29:46 GMT
John Epler @eplerjcGame dev is the story of a seemingly inconsequential change to an animation asset causing gravity to stop working. seb hanlon🕚 @hanlspRemember on DAI when a change to the humanoid animation skeleton made keep doors stop working? Comrade Shepherd🌹 @neolithicsheepNo? seb hanlon🕚 @hanlspKeep doors are combat-destructible because they have a combat creature embedded in them, who has damageable collision volumes attached to their skeleton. When we changed the skeleton, the damageable volumes ended up embedded in the ground and players couldn’t hit them any more. Ask a Game Dev @askagamedevOne of my favorite DAI memories was assaulting a keep. I broke the door down and killed almost everybody there. The boss ran away (low health) and I would have given chase, except then Dorian resurrected the door It was a combat ally, and I didn't know I could end the spell early at the time since he had just recently gotten it. So... I stood there for several minutes waiting for my "friendly" door to die so I could get past it and finish claiming the keep seb hanlon🕚 @hanlspusing fake creatures for combat damageable props sure has some Unintended Consequences Ask a Game Dev @askagamedevThis reminds me of how a graphics optimization pass broke a bunch of triggers The designers needed a way to hack together a timed/delayed trigger that they didn't have access for, for some reason. So they had an invisible enemy that would get shot by a projectile aimed at it and, on taking damage, would trigger whatever magic needed happening The graphics programmer, trying to save cycles, changed the code such that it wouldn't update projectiles that weren't being rendered on screen, just handle damage effects immediately. It'd be a little bit desynched, but the damage was inevitable anyway on an online game Man, video game dev has some really weird, hacky shit sometimes. I don't think people appreciate just how creative game programmers have to be to design stuff we don't really think that much about while playing
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Post by Hrungr on Nov 30, 2017 17:51:26 GMT
Ask A Game Dev:
Q: So, I read that Dragon Age 4 was still in very early pre-production as recently as mid-2017. I'd actually been hoping that the next game might benefit from the long gap between Inquisition and its likely release in 2019/2020. I'm confused why the team wouldn't have immediately moved onto production of 4 after Inquisition shipped (with only a portion of BioWare Edmonton working on DLC). What would they have been doing up until 2017? Isn't this unusual and possibly discouraging?
A: From what I understand, most of the devs that didn’t join EA Motive to work on Battlefront 2 were added to the Anthem team.
[HASH]DAT
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Post by Hrungr on Nov 30, 2017 17:55:54 GMT
Emily (aka Domino) pentapod"There is no F-U button" #overheardintheoffice [HASH]DAT
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Post by Heimdall on Nov 30, 2017 19:17:57 GMT
Ask A Game Dev:Q: So, I read that Dragon Age 4 was still in very early pre-production as recently as mid-2017. I'd actually been hoping that the next game might benefit from the long gap between Inquisition and its likely release in 2019/2020. I'm confused why the team wouldn't have immediately moved onto production of 4 after Inquisition shipped (with only a portion of BioWare Edmonton working on DLC). What would they have been doing up until 2017? Isn't this unusual and possibly discouraging? A: From what I understand, most of the devs that didn’t join EA Motive to work on Battlefront 2 were added to the Anthem team. The answer seems to be only talking about Montreal, and then only recently after MEA. Someone needs to learn about Bioware’s studio structure.
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Post by Hrungr on Nov 30, 2017 19:53:22 GMT
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Post by brandoftime on Nov 30, 2017 23:21:42 GMT
Ask A Game Dev:Q: So, I read that Dragon Age 4 was still in very early pre-production as recently as mid-2017. I'd actually been hoping that the next game might benefit from the long gap between Inquisition and its likely release in 2019/2020. I'm confused why the team wouldn't have immediately moved onto production of 4 after Inquisition shipped (with only a portion of BioWare Edmonton working on DLC). What would they have been doing up until 2017? Isn't this unusual and possibly discouraging? A: From what I understand, most of the devs that didn’t join EA Motive to work on Battlefront 2 were added to the Anthem team. Explains possibly why Gaider left, he didn't feel Anthem that much and maybe didn't want to wait another half decade to work on his baby. Too bad. sigh.
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Post by Nightscrawl on Nov 30, 2017 23:30:00 GMT
Ask a Game Dev @askagamedevOne of my favorite DAI memories was assaulting a keep. I broke the door down and killed almost everybody there. The boss ran away (low health) and I would have given chase, except then Dorian resurrected the door It was a combat ally, and I didn't know I could end the spell early at the time since he had just recently gotten it. So... I stood there for several minutes waiting for my "friendly" door to die so I could get past it and finish claiming the keep Lollll thanks, Dorian! I never take this talent because of combat issues, but this story is hilarious. And... you can end the spell early? How? Explains possibly why Gaider left, he didn't feel Anthem that much and maybe didn't want to wait another half decade to work on his baby. Too bad. sigh. I don't know why people keep second-guessing DG's own thoughts and feelings on the matter. He had been there for like 20 years by that point. He wanted to do something different and felt like a change. Most of what I've seen him say suggests that he was burnt out on Dragon Age, so he didn't want to return to "work on his baby."
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Andraste_Reborn
N4
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
Posts: 1,845 Likes: 8,026
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Nov 26, 2024 12:50:20 GMT
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Andraste_Reborn
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andrastereborn
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
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Post by Andraste_Reborn on Nov 30, 2017 23:53:32 GMT
Explains possibly why Gaider left, he didn't feel Anthem that much and maybe didn't want to wait another half decade to work on his baby. Too bad. sigh. This is the opposite of what happened - he moved to Anthem in the first place because he was burned out on Dragon Age, then decided that working on a different BioWare game wasn't a big enough change and moved over to BeamDog to work on a Mysterious BeamDog Project of Mystery. (I was lucky enough to be at PAX Australia recently where I had the opportunity to talk to him face-to-face, and he certainly sounded sincere when he told me this.)
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