Brett E

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Posts posted by Brett E


  1. Dr Wookie, that Asp sounds pretty sweet. Yeah it's a general purpose ship but I was going into war zones in Lugh in a Cobra :)

    I'd quite like to get a vulture and try it out because I've not actually used a dedicated fighter but the temptation to save up for a Python is strong.

     

    Pepyri, you can make a bit more than that by bounty hunting in the right locations. Resource extraction sites are the places to go, I was at BD-15 447 last night and was making about 1 million an hour roughly.

    Remember though that you need a lot more than the asking price for outfitting.


  2. Well one solution to the initial highway problem is make you own map in the editor, that's what I've been doing, it's taken a few tries but I think I'm close to something I'm happy with.

    Yeah, I don't entirely understand why they made the traffic simulation so deep and so fine-grained if they give the player only the most basic tools to manage it, especially with highways. Seeing stuff like Timboh's twenty-three different types of interchanges on Steam Workshop, there's obviously a well-developed base of knowledge for this stuff out there, so I'm not entirely sure why the player is expected to create their own from scratch. I guess maybe it's a remnant of the design philosophy that informed the Cities in Motion series?

     

    Also, Timboh's commentary on every single one of those twenty-three interchanges, including how common they are, where they can be found, how cost-effective and/or modern they're perceived to be, and what the advantages and/or disadvantages are is nothing short of wholly engrossing.

     

    I agree, I think the game expects a bit too much from the player, doesn't really provide the tools and certainly doesn't teach you much about the right approach. There's a good discussion of the game on Three Moves Ahead and one of them said that really it's still a traffic management game.

     

    I don't want to come off as too negative though, I'm enjoying the game but I find it frustrating that at a certain point my city will descend into chaos and it's not so much that I'm bad at the game (well it's partly that), it's more that I'm not an expert on traffic theory. It brings up an interesting question of: Is it fair to expect this degree of outside knowledge in order to be proficient at the game?

     

    This person seems to be managing traffic well, I keep looking at it but can't quite replicate their success.


  3. Interesting, I saw the 64 capacity cargo in the ASP and immediately wondered about the trading potential. I have a Type 6 and it only has 100 capacity (I think it can go slightly higher with some sacrifices) so I might as well sell that now.

     

    It took a little while to adjust to the ASP, the first time I took it out I misjudged a situation and almost got killed by a wing of Cobras. Now I've been taking out pythons, anacondas and imperial clippers with relative ease. That's in bounty hunting though, I'm sure in wars I'd have a bit more trouble.


  4. root - Thanks :) 

     

    MadJackalope - I'm impressed that you managed to do the coding. I've tried to learn to code a few times but eventually I discovered Playmaker and have just been using that instead. I wouldn't worry too much about stretching your skills, it's rather helpful to have a better understanding of the process behind the other areas of game development.


  5. This thread is quiet. My drawings I posted previously have now been properly scanned and are on my site if anyone is interested. I'm back doing 3D stuff again so I thought I'd post a WIP of my current project:

    Screen_04.jpg

    Based on the fantastic art of Simon Stalenhag:

    missingperson_1920.jpg


  6. I guess there's a bug with upgrading roads to one way, they always seemed to point the wrong direction. I was able to bulldoze the whole thing and put down the right roads. I get the feeling I'm going to have to rebuild most of this corner of the city because it's a real mess right now.

    Don't you just have to drag in the direction you want it to go?


  7. Maybe I heard the Thumbs say that too and sub consciously repeated it :)

    I think sometimes people try to do Minecraft and just used blocks for everything, I wouldn't really consider that low poly style though it's almost another style in itself.

    What I find interesting is when you have low poly models with fancy rendering and ambient occlusion etc, it's clearly an intentional aesthetic choice and not a limitation of available power.

    Like this stuff: https://www.google.co.uk/search?q=low+poly&rlz=1C1PRFA_enGB408GB408&es_sm=122&source=lnms&tbm=isch&sa=X&ei=aTEtVMfyC6ffywOb94CICQ&ved=0CAgQ_AUoAQ#tbm=isch&q=low%20poly%20art&revid=2010215516&imgdii=_

     

    I've also not done much pixel/sprite work, I did some in the first game I made with various levels of success: http://www.bretteveleigh.co.uk/Banana_Split.php


  8. There's a new function in Steam for playing your own music now right? So obviously Rusty Cage needs to be played A LOT while playing this game.

    I haven't played the game yet myself, I'd be interested to hear more thoughts on it though, especially from old Road Rash fans.


  9. I thought I might as well post my portfolio here and give anonymity the finger: bretteveleigh.co.uk

    And my tumblr: mr-brett-e.tumblr.com

    Edit, I just realised it's in my Sig... erm oh well, nothing to see here.


  10. I love the thread title :-)

    I agree it was always a fascinating peek behind the curtain. I feel that magic has been lost somewhat by the increased frequency of glitches in the post console patch world and maybe even more so when you start making your own games. Still I do always enjoy wondering around and looking at the game world from the outside, it's wonderfully bizarre.

    As for embracing it, well that's an interesting proposition. Some games have definitely nodded to the production sid before (AC 4 comes to mind, ok that's more than as nod but you know what I mean) and others have made fun of glitches (Saints Row 4, Stanley Parable).


  11. Interesting, kinda creepy too, hopefully that's what you were going for :-)

    I know it's not really a crit thread but I think you could make the heads a bit larger, the brain box is pretty big. Just something to consider anyway.


  12. I finished Pixeljunk Shooter Ultimate the other day. I really liked the game(s), a cool aesthetic, lots of interesting obstacles to overcome and it makes impressive use of a few core mechanics that it subtly modifies as you progress.

    My only complaint is the bosses. It's not really fair to complain about this game specially I guess because bosses are in my opinion almost universally bad, just tedious and frustrating, nothing kills enjoyment like as boss battle. If you're replaying a section to get all of the diamonds or whatnot then you are forced to play through it all so you have to fight the bosses over again even if you don't actually need to, which creates both infuriation (possibly not a word, it's not in my phones dictionary at least) and despair in equal amounts. It feels a bit wrong to complain about a replay related issue and maybe it's because I've played a good portion of the games on PS3 so I'm replaying multiple times but good damn I hate the bosses in this game.

    Rant over.

    Overall a great experience and thoroughly recommended.


  13. I've been limited to pen and paper recently so I've been doing a lot more drawing (I'm a 3D artist mostly), I've been posting them on my tumblr but thought I'd share some here too.

     

    Unfortunately I'm also limited to taking photos on my phone, so the image quality isn't great...

    tumblr_navklxIdkP1sdq286o1_1280.jpg

    tumblr_navklxIdkP1sdq286o2_1280.jpg

    tumblr_navklxIdkP1sdq286o4_1280.jpg

    tumblr_navklxIdkP1sdq286o3_1280.jpg

    tumblr_navklxIdkP1sdq286o5_1280.jpg

    tumblr_navklxIdkP1sdq286o6_1280.jpg


  14. Ok, a lot going on here.

    First, I hope it don't come across like we were dumping on the games -- as someone who makes games I sensitive to it coming across like that -- and want to say thanks for piping up and saying "hey I worked on that" and providing some insight. While I've never worked on a racing game (at least one that has shipped) did you find that the technical needs for an actual street (ie: it needs to be x wide and have y field of view, etc) was constraining you from making a city that evoked the things that people conjure up when thinking of the streets of SF? (Sharp, downright dangerous hills, tight corners, narrow alleyways, ever-present skyline and landmarks, etc.) Did you guys have any "does this feel like SF" discussions at all? Perhaps the game opens up to feel like SF towards the end (I only played a few hours) but the game's title location didn't make a big statement in the beginning (which seems like the place you would want it to). Anyway, I'm just curious as to how these types of larger budget genre-games get made and what, at the end of the day, is the most important in their execution.

    Second: are you trying to say that the Driver universe is actually canonical with the Silent Scope universe?! I was making a goof. Important if True.

    Hey Famous,

    Don't worry about it, I developed a thick skin a while ago and it's not like I'm never negative about other people's games, plus you guys had had some valid points. It's only when people just dismiss something out of hand that it annoys me, critical analysis is always fine with me.

    I should state that I didn't work on the game start to finish so my perspective may not be all encompassing. There were a ton of design documents which very much state exact distances for things like the width of the road overall, the width of lanes, optimum sizes to allow smooth weaving between traffic etc. There were plenty of meetings about that kind of thing, a lot of them above my pay grade, it was a massive team and so ridiculously enough we'd have meetings about meetings, which was where these thing tended to get passed down. I honestly couldn't say why the game isn't more like real SF, I can speculate that during early stages of development the focus was on gameplay only and as long as there was a general feeling of it being like SF then that'd do. I think with these big budget games they build up too much momentum, so much time and money has been put into them that even if you realise there's something wrong that it's too late to do anything about it. Of course this will be the same for a lot games even on smaller scales but I have reasons I shouldn't go into that suggest it was doubly the case on Driver SF.

    Oh and Jake was totally right about the shift mechanic coming first and the story coming second.

    As for Silent Scope, all I'm saying is that Tanner does a lot of undercover work and not all of it behind the wheel, perhaps some is behind a...

    scope!

    Ok i've definitely said too much now.


  15. Hello all.

    After listening to the Driver talk I thought I'd share with the community. I worked on the city in Driver SF and can confirm that the majority of it was created by Reflections in Newcastle Upon Tyne, Ubisoft Montreal also assisted. I can't say how many of the Montreal team had visited San Fran but I know that the majority of the UK team hadn't, I think that a lot of us (like me) hadn't visited the States at all, obviously we tried to keep it as close to the real place as possible but there are a great many constraints in creating an entire game city that make this near impossible.

    The Silent Scope discussion is interesting, I very much encourage you all to check out the Wii version of the game, it is a completely separate game that was developed side by side with the PC/console version. It's actually a prequel set before Driver 1 but the relevant bit is that it has light gun shooting via the Wiimote so the Thumb crew were a lot closer to reality than they realised :)