Posts by -HP-
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https://www.engadget.com/2019/11/26/cows-with-vr-headsets/
Wait till them get em VR games.
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I wonder what the recommended specs are, particularly for the graphics card.
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Quote from MikeGon
51 minutes ago, MikeGon said: [Blocked Image: https://media.giphy.com/media/20NVue8j2leMcRYFtM/giphy.gif]
This is a red letter day.
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They did it guys... damn.
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Quote from dux
5 hours ago, dux said: I hope you aren't big into games, because you are gonna lose all interest in playing them when you make them for a job.

lol, you definitely see beyond the veil a lot more when you understand how things are made.
But, by the same token that you easily loose interest in some games when you just "know too much", you also get a newly appreciation for really well polished games, cos you know what it takes to master something to that level.
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Quote from PaulH
15 hours ago, PaulH said: Not entirely true HP! I started working in the industry making racing games, and purely using 3DS Max to design /whitebox the tracks (this is still the case at both Codemasters and Playground Games on their racing projects). At Crytek I was using CryEngine to make multiplayer maps, but it helped to know 3DS Max to add my own models to some of my whiteboxes (granted, it wasn't as beneficial during some of the projects in this period). Same thing when it came to whiteboxing in Unreal for the projects I was involved in before moving to Playground Games. Here at PG, I again currently use 3DS Max as my primary tool for whiteboxing content, and our level design test is currently based in Max as well. So I'd say having the ability to whitebox in such a program would be beneficial, not least because the tools within a lot of contemporary game editors are similar to what you'd find in Max anyway, when it comes to manipulating blockout geometry.
Every studio is different, inhouse tools are diferent, even when studios use the same engine the workflow changes entirely. Studios using a modeling package like 3DsMax or Maya for their level designers to blockout their levels are rare these days though, for many reasons, one of them being that it increases the iteration time. If you wanna move a block 2 meters to the side, you need to boot the modeling package, export your geo, boot the game editor, import geo, wait for file to import. At the end of the year, you're probably talking hours of man hours wasted. Some people use it sure, I can actually see it being the prefered way for a racing game due to the tracks being so organic, you need a really good modeling toolkit.
BUT, that's not even why I said what I said. If you're starting out, and learning the ropes of level design and the first thing you do is grab 3DsMax and learn to model, for me it's just feels like going to the gym and start lifting more weights than you're capable of pushing. Odds are that you're gonna give up, and you're never gonna get into the routine of going to the gym. You wanna start with the fundamentals.
UE4 has a basic modeling toolkit, more than capable of blocking out levels, and there's modular kits in their store as well. (Same for Unity)
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Agree with radu, no point in learning tools just for the sake or learning them. That's a waste of time.
First set a course, then plan what to do to be able to get to your destination.
If making maps is your goal (pure level design) you don't need to know 3dsmax at all, or any other package. You'll be working with pre existing modular kits, or with simple bsp geo, or even just cubes. A LD job is gameplay, and design, maybe try and help out the theme a little bit too, it depends from person to person.
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Gonna try and find some time this weekend to play, but Death Stranding is consuming my life.
This looks amazing though, everyone's talking about it at work. A good Star Wars game at last.
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Quote from PogoP
4 hours ago, PogoP said: Glad you're enjoying it HP! I'm very tempted to try it but I'm turned off by some reviews saying it feels very fetch questy... Might wait for it to drop in price a bit and get hold of it. Also, have you encountered this? A friend of mine said that due to the coop stuff in the game, half of the shit you're meant to build has already been built on his playthrough. He said he's really disappointed because he was looking forward to doing that, but that the world feels really populated with roads and outposts or whatever. He was taking out ladders, getting ready to explore this huge barren landscape, and he didn't have to place many at all because there were shitloads already in the world.
Well, It's the most "fetch questy" game ever made, the whole game is about fetching shit, you're literally a mailman. So, It's like complaining that all you do in Quake is killing people.
The thing that works in this game's favour tho is what happens between A to B, from enemies that steal your cargo, to environmental stuff that wears your cargo down, treachery terrain, to the more weird stuff like the ghosts you need to sneak around or find a way to fight them, because if one of those fuckers spots you, it scatters your cargo and you need to fight a boss.
As for the stuff already being pre-built around the environment, it's also part of the core of the game, whatever you build also helps others. But, I guess your friend can always play the game offline and he obviously won't see any structures built by others, it'll make the game more grindy though of course.
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This motherfucking game you guys... There's nothing like the feeling of going in with some high expectations, and actually have them not only met, but actually surpassing it.
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Quote from blackdog
53 minutes ago, blackdog said: I didn’t realise there was some sort of asynchronous multiplayer/coop aspect. Saw a title just couple days ago about how “you are missing out if playing offline” but didn’t read further.
My colleague told me you build structures other players will find/use/improve.
Damn I wrote very similar stuff in the dev doc/notes for my ideal zombie game.
You can also donate weapons and equipment to strangers playing the game. Leave them hints, leave them ladders and ropes, etc.
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We never learn