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Post by hardly on Feb 16, 2015 6:44:49 GMT
So who here has the skills/inclination to start a basic website with a counter counting the time since Peter's last interview. I'm imagining something like that clock that counts the US debt. How hard would it be to develop something like that?
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Post by totallytim on Feb 16, 2015 13:27:05 GMT
Easier than getting someone who'd be willing to follow PM and reset the clock every so often x)
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Post by Qetesh on Feb 17, 2015 18:57:01 GMT
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Post by 13thGeneral on Feb 17, 2015 21:39:11 GMT
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Lord Ba'al
Supreme Deity
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Post by Lord Ba'al on Feb 17, 2015 22:21:50 GMT
That counts the wrong way though.
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Post by Qetesh on Feb 17, 2015 22:32:27 GMT
That counts the wrong way though. DOH!!!!
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Deleted
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Post by Deleted on Feb 17, 2015 22:39:47 GMT
That counts the wrong way though. Or does it?
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Post by greay on Feb 17, 2015 23:15:56 GMT
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Post by Deleted on Mar 15, 2015 15:24:21 GMT
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Post by Deth on Mar 15, 2015 23:53:47 GMT
Thanks that was a very good articular.
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Post by hardly on Mar 16, 2015 0:27:57 GMT
Wow that is an amazing piece of writing.
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Post by Gmr Leon on Mar 16, 2015 1:47:58 GMT
Did we start the counter at this one? The LincDid anyone listen to this? It's hilarious! Paraphrasing from around 12:55/13:00 minute mark: "The GUI is done, and a fantastic system has been set up to add and remove GUI elements, so we don't need to continue programming on and on with it. The mouse control and camera are done in Godus. The landscape renderer and shaders* are done in Godus. The things that are missing from Godus are gameplay...The problem is when bright, talented people get bored, they leave and you've got to make sure they have things to do..." The idea that any part of Godus is considered done is simply hilarious. "Oh it's just gameplay missing." If this was a narrative driven game, I could maybe give them a pass, but there's not really a story, so this game has to ride off gameplay, so what you've got done here is an empty framework of nothing. *The same shaders which, even on mobile, tend to flicker with every sculpt and are literally static shadows around the buildings. (No offense Fabs, as I recall that seemed like it was rather rushed into the mix.)
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Post by hardly on Mar 16, 2015 3:19:55 GMT
Did we start the counter at this one? The LincDid anyone listen to this? It's hilarious! Paraphrasing from around 12:55/13:00 minute mark: "The GUI is done, and a fantastic system has been set up to add and remove GUI elements, so we don't need to continue programming on and on with it. The mouse control and camera are done in Godus. The landscape renderer and shaders* are done in Godus. The things that are missing from Godus are gameplay...The problem is when bright, talented people get bored, they leave and you've got to make sure they have things to do..." The idea that any part of Godus is considered done is simply hilarious. "Oh it's just gameplay missing." If this was a narrative driven game, I could maybe give them a pass, but there's not really a story, so this game has to ride off gameplay, so what you've got done here is an empty framework of nothing. *The same shaders which, even on mobile, tend to flicker with every sculpt and are literally static shadows around the buildings. (No offense Fabs, as I recall that seemed like it was rather rushed into the mix.) I'll have a listen when I get home from work. With Peter he always seems to try so hard to make the facts fit another narrative when like you say the game so obviously needs more work in every area. He never acknowledged in his little video or those interviews that he yanked all the staff off GODUS (despite the need for significant work) and only relented and put them back after the community/media shitstorm erupted. If he did an interview today he'd probably still argue he only moved resources that weren't needed. I still don't get why Konrad took over and not Jack. Don't get me wrong I thibk Konrad is the man for the job but it raises questions about what Jack actually does.
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Post by 13thGeneral on Mar 16, 2015 3:28:00 GMT
lol. So, did he just admit that after two years, all they have is the basic building blocks and very little gameplay... and try to play it off like it was all good? Again, he's blaming something else other than his own damn self. Geez. I just can't even...
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Post by hardly on Mar 16, 2015 3:39:10 GMT
lol. So, did he just admit that after two years, all they have is the basic building blocks and very little gameplay... and try to play it off like it was all good? Again, he's blaming something else other than his own damn self. Geez. I just can't even... The games is just an empty shell so therefore we didn't need as many people working on it plus you know people get bored so you have to shift them onto new projects. I think Peters greatest ability is be able to believe any narrative that paints him in a positive light.
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Post by mindless on Mar 16, 2015 4:40:09 GMT
At 29:23 there is a delicious moment when PM makes one hell of a Freudian slip
"If I'm honest with you, we went into steam early access far too long."
Afterwards he quickly corrects himself with "far to early"
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Raspofabs
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Post by Raspofabs on Mar 16, 2015 10:00:59 GMT
*The same shaders which, even on mobile, tend to flicker with every sculpt and are literally static shadows around the buildings. (No offense Fabs, as I recall that seemed like it was rather rushed into the mix.) None taken, they weren't so much rushed, as made so they would work as part of a single pass process. Most games use deferred rendering to do their nice shadows, or use shadow maps generated by rendering the scene to a buffer from the perspective of the light, but for performance sake, we couldn't do that, so this was the compromise. At least you do get shadows on most of the Android phones, and I think everything up from the iPhone5S this way. I'd love to revisit the world rendering without marmalade and do a nice deferred render with DOF and AO and a nice post render for bokeh etc, but really, what the game needs is more game, not more graphics, so I'm happy to call it done in that respect.
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Lord Ba'al
Supreme Deity
Posts: 6,260
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I like: Cats; single malt Scotch; Stargate; Amiga; fried potatoes; retro gaming; cheese; snickers; sticky tape.
I don't like: Dimples in the bottom of scotch bottles; Facebook games masquerading as godgames.
Steam: stonelesscutter
GOG: stonelesscutter
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Post by Lord Ba'al on Mar 16, 2015 13:37:18 GMT
That is a very nicely written article, thanks.
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Post by Gmr Leon on Mar 16, 2015 18:24:45 GMT
*The same shaders which, even on mobile, tend to flicker with every sculpt and are literally static shadows around the buildings. (No offense Fabs, as I recall that seemed like it was rather rushed into the mix.) None taken, they weren't so much rushed, as made so they would work as part of a single pass process. Most games use deferred rendering to do their nice shadows, or use shadow maps generated by rendering the scene to a buffer from the perspective of the light, but for performance sake, we couldn't do that, so this was the compromise. At least you do get shadows on most of the Android phones, and I think everything up from the iPhone5S this way. I'd love to revisit the world rendering without marmalade and do a nice deferred render with DOF and AO and a nice post render for bokeh etc, but really, what the game needs is more game, not more graphics, so I'm happy to call it done in that respect. That's a better way of putting it, yeah. Either way, definitely agree that it's extremely low priority (which is why it was kinda weird to read that it was even being done at the time), and gameplay is way higher priority.
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heggers
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Post by heggers on Mar 18, 2015 10:10:50 GMT
You know I think this might be the first promise the Molyneux has actually kept... I'm in absolute shock. Sad thing is he can't help himself and will break
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