patrick68794

Members
  • Content count

    79
  • Joined

  • Last visited

  • Days Won

    2

Posts posted by patrick68794


  1. On 12/17/2020 at 8:55 AM, FlyingDuck said:

    I don't know why, but I just got reminded that Identity exists. Been here as well since it's seeding investment days, first community startup and what not. And it is way too relatable with the "staying up" all nights part. I remember I used to write down my thoughts on paper, start making deals and whatnot. Preparing for everything.

    I believe we just have to be patient indeed, it might be hard as our imagination and promises exceed often what we get delivered. Like with Cyberpunk 2077 for an example. But then again, it is this ambition that drives the innovative process. We just have to make the best of it and be patient.

    God's Speed, to the Developers.

     

    There is no more being patient for this game. It's very clearly dead. Even if the developers are still actively working on it, which is extremely unlikely at this point, their reputation is absolutely ruined and they will not be able to bring in a large enough revenue stream to keep the game alive.


  2. 5 hours ago, CidMiles said:

    Dude Says a budget issue? For fuck sakes he got 300 bucks from me. Imagine how many other people that paid like i did for crap in game. I know I am not the only one. There are people still buying it from steam. A budget issue? Took our money an ran!

     

    They've raised roughly $1.5 million or so, maybe $2 million with steam sales. That money wouldn't last long with a dozen developers being paid competitive wages without spending anything else on other operating costs. If all they had to pay were salaries (and they do have a lot more to pay for than just salaries though) then that money might last 18-24 months for a dozen full time developers and artists. Realistically that little amount of money for a game studio with a dozen developers would be gone in a year.

    • Like 1

  3. On 12/8/2018 at 11:59 PM, LSFAxel said:

    I'm a game dev myself, adding functionality for a fucking painting canvas isn't gonna fix the fact that the play button on Steam in mass doesn't work whatsoever

     

    No you aren't or you wouldn't have made this stupid topic that shows a clear misunderstanding of how development works.

    • ver.1.22474487139 1
    • ver.1.22474487139 2

  4. 2 minutes ago, Nonala said:

    I find humor in occurrences where I probably shouldn't like the fact that the window is still titled ShooterGame on release, but I do respect other people for putting effort into making something that they're passionate about and attempting to at least improve enough to deliver what they'll eventually promise in the future. For me functionality > advanced graphics. I'm one of those nostalgic players that prefers dated graphics over super realistically rendered graphics. Decent graphics are enough for me and there is a style that's almost unique and appealing to niche categories. Games don't have to be realistic looking it could just be appealing stylistically with a focus on either characters, stories, community, or gameplay.

     

    To be fair, Ark is still called ShooterGame too. It's just the default name in Unreal for new projects. 


  5. As @Paratus said, you can't hire developers for short term work like that on complex software. It generally takes two months at a minimum before a new developer is actually able to do any real work and can take the better part of a year to be "fully" productive.

    They'll just have to deal with any issues that arise themselves, I really doubt they're planning on taking the weekend off with a Friday release. I have to do nightly deployments for my software on occasion and I'm always on-call out of work hours for any issues that might arise over the next few days, even over the weekend


  6. 14 hours ago, LuckyDuck said:

    Look, Did Star Citizen deliver while having the most funding a kickstarter ever got? They delivered late I believe and they did delay some modules also. You back a kickstarter project not buy and so you back a Idea, a dream, something you would love to see. Yes games always surpass the kickstarter usually even when they start there development a year before which gives them 3 years. This one had 2 and if a kickstarter game surpasses the 2 years even with that extra year, you should expect one with development starting at the end of kickstarter.

     

    To be fair, Star Citizen did have a playable module out within a year of the kickstarter ending (the hangar), and full development didn't actually begin until the kickstarter was successful in November 2012. Chris Roberts and a few artists and developers threw together a concept in late 2011 to early 2012. That wasn't full development of the game. They also had the dog-fighting module out roughly 18 months after the kickstarter ended (June 4th, 2014).

    • Like 1

  7. On 10/3/2018 at 11:38 AM, ItsRaiden said:

    Youre talking about actual development but you are forgeting pre plans which started 11 years ago. We are talking about drawings and plans not actual asset building hence why i said 11 years

     

     

    They didn't start planning GTA V before San Andreas was out, or even before GTA IV was out. The game was in pre-production (this is when they do concept art, storyboarding, and initial design) for roughly two years after GTA IV released and full development for three. It literally says that in the quote.


  8. 2 hours ago, Hsmith24 said:

    No, Rockstar said it took around 11 years for them to make, I think it was more actually but you are wrong either way

     

    You're the one that's wrong. They didn't start on GTA V until after GTA IV released. It was only in full development for three years.

    While Rockstar hit the big time, that core process remains unchanged game after game. It’s part of the reason why these blockbusters have kept their flavour through each instalment.

    For GTA V, that discussion started as GTA IV was wrapping up – almost five years ago – although the latest game has been in full production for just three years.
     

    https://www.mcvuk.com/development/inside-rockstar-north-part-1-the-vision


  9. 12 minutes ago, wilddogsgamer said:

    I have backed multiple "pipe dream" games in the last 2 years. This one about 6 months ago, Star Citizen what, 4 years ago? No Man's Sky when it first went to crowd funding, Elite Dangerous, also when first in crowd funding. Kingdom Come: Deliverance also while on Kickstarter.

    The only one I didn't consider at the time a risk was Elite Dangerous, because they weren't trying to do anything different. It was pitched as just another space flying game. It has of course grown since then to be more than what it originally set out to do. 

    My point is, I find a game I think I want to play, a game that sees the border lines of what games currently do, and decide to cross over them, and if I like the idea of it, I back them. Some games I have backed were complete disappointments, never getting released, never being finished. Some released way too early, only to be made better after release, but many feel too late. No Man Sky, Gold Rush being 2 examples of that. But even those games who never released, they still pushed those boundaries, and other companies realized how much customers wanted them to push those boundaries too. Why is Elite Dangerous becoming the game it is? I do think it is because of NMS, and Star Citizen. 

    I will continue to support innovation in gaming, sometimes supporting a losing battle. This game has the potential to be something great. But, even if it flops, or delivers only 25% of it's promises, other game makers will see that there are players that want to see this feature, or that feature in games, and they will work harder to get it. I don't support a game based on how it is, I support a game based on how it could be, or what it can bring to the table. 

    Some in this thread sound like they have forgotten why they supported this game. Some, have been waiting a lot longer than I was even made aware of the game last year, and I get the frustration. However, put aside your anger. Some, are saying that there is no way this game will ever be good. Seriously, what would make you think that? A toxic community will ruin this game faster than any dev ever could. 

     

    No Man's Sky was never crowd funded...

    • Like 1

  10. 15 hours ago, JoelKeys said:

    Fair enough, but the excuse was always that there was huge bugs that spawned more bugs. This mentions that they have all been dealt with, so if we don't have the module in a reasonable amount of time then we know that there is no truth in this post.

     

    That isn't how development works. They've fixed all the bugs they've found and are doing regression testing (testing every piece of functionality in the game) to make sure there aren't any others. This can take over a week (probably more like two to three  weeks) to fully test something as complex as a game and it wouldn't be surprising if they find more bugs

    • Like 1

  11. On 17/08/2018 at 8:30 PM, Homicyd said:

    I think there should be a new rule in the forum... If you don't know what you are talking about, then keep your mouth shut. This forum has really just become a list of who... 

    Is a complainer...

    Has no idea what game developers actually do...

    Rants about how much time they put into monitoring the forum...

    Complains about supporting a game in very early production...

    Compares identity to nomans sky, GTA V, and that other huge space game ( forgot the name)...

    truly understand the ups and downs of game development, and the difficulties a small-ish team are going to come across in the different stages of the game...

    Will be patient and try to defend Asylum and their team of great artists and programmers...

    Is just an annoying troll...

     

     

     

    What's wrong with bringing up comparisons to No Man's Sky? It's absolutely nothing like GTA V or Star Citizen (assuming you meant this by "that other space game").

     

    On 16/08/2018 at 11:04 PM, LuckyDuck said:

    Well, the 1st year for Asylum, there was only 3 devs. They have grown to roughly mid - low 20's now. However they have redone the Town Square 3 times already. some of the very first devs they hired were fired. A lot of them were freelancers and so they only did specific tasks while also working on multiple projects at the same time. 

     

    See, it just sounds worse when you say things like this. They should not have had to restart development three times and they should not have used contractors for any foundational programming. This all just points to poor project management and doesn't bode well for the future of the game when it starts to become even more complex to manage and develop.


  12. 2 hours ago, LuckyDuck said:

    That game, how big was the team? how much funding? also are you sure they didn't do a year development before announcing anything?

     

     

    @YouGotGot I may be defending them right now, but I am stating facts. Not my opinion.

     

    Started with 20, ended with 50. They only had 14 months of development time total


  13. 7 minutes ago, LuckyDuck said:

    It's actually quite simple that no games take 2 years to develop. Nor can you create a Kickstarter with more than 2 years as the deadline.... So that 2016 date was a kickstarter max deadline.

     

    A lot of games take less than two years to make. KOTOR II was made in 14 months

    • Like 1

  14. 18 hours ago, ItsRaiden said:

    i have been for 6 years back when this idea was in arma life mod... they spoke about the days we are living in now. Just wait for it. its going to take at  least another 2 years to get something out like a beta or something. GTA V took 11 years to make... We never got to complain because it was hidden.

     

    GTA V took five years to make, not 11... And only three of those five years were full development.


  15. 16 hours ago, Theezakj said:

    i know they want everything to be perfect, but saying that one fix brings more bugs, and this one task taking weeks and weeks, how is that possible? this makes me think that the persons working on this task is either not skilled enough, or almost not spending time on it...

     

    That's kind of how software works. Fixing one bug can most certainly create more (and a lot of times does create more).

    • Like 1

  16. Just now, Oroborous said:

    Bethesda has expiriance the resources to build their own system, Just like CD Projekt who developed The Witcher series wrote their own engine. 

     

    I was just pointing out that not all developers use SpeedTree, there are also some very impressive custom vegetation systems for Unreal created by individuals and/or small teams. I've seen several with support for fire propagation, procedural trees, shrubbery, and vines, etc. Some of them are actually more impressive than SpeedTree is. 

    • Like 1

  17. 2 minutes ago, Oroborous said:

    Discord or not you're very well informed..kind of like you're part of the development and i am certain you know exactly how they create all the content.   They made all of their vegetation from scratch? Define scratch since you're so well informed?  Today there is no developer that does not use SpeedTree for vegetation so i doubt you know what you're talking about and i am telling you that making your customs trees, grasses, plants is easy that is if you really want live looking vegetation on top of that you can do magic with shaders.  

     

    Actually Bethesda doesn't use SpeedTree any longer. They created their own custom vegetation system for Skyrim.

    • Like 1