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Forums - Gaming Discussion - Don't Ask a dev anything - Closed

In case it wasn't immediately obvious, programming is my job, there are thousands of programmers who would jump at the chance to join a major studio, getting my panties in a raise about a project we are working on us a sure fire way of ensuring one of those thousand ends up replacing me.
I agree with your general attitude about building games but you need to face reality, I have extremely little sway in the creative aspect of what we make, I'm given a list of required things and I code it, I turn on my workstation in the morning and work on open projects and work through the critical list of the bug tracker.
This isn't some fantasy job where you turn up for work, high five your boss then step on the toes of your fellow employees by attempting to do their work for them, if you can't understand that then I am truly wasting my breath, this is the last response from me you are getting regarding it.



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Locknuts said:
Another question for the devs: Do you guys and girls agree with Guerrilla Games on this?

"It's also a lot more demanding, because the production effort needed just to make a next-gen title now is not doubled; It's quadrupled."

I know "effort" doesn't necessarily scale linearly with "cost", but have you noticed significant expansion within your development teams? Or is it just that a similar number of people have to work a lot harder in next gen development?

They're generally referring to the creation of assets, textures, models, environments, sound. All of which take a significant bump with the upgrade, where once a 256x256 texture would work, a 512x512 or all the way up to 4096x4096 texture is needed, along with the bump in mesh complexity and resolution comes a clearer view of your assets and low resolution no longer works 

In that regard it depends on your workflow,  they're a strictly console developer so they had no need for assets more complex than the console needed, and would not generally build an entire game worth of high resolution assets, mostly just high res for certain objects then tone it down to balance performance 

Multiplats that release in PC not always, but sometimes generate these higher detailed assets and use them for PC versions that do not get used in console versions, in those workflows the jump in time and effort isn't as great.



^ Makes sense, thanks!

EDIT: Just thought of something. Does that mean that once studios (the ones that were already developing on PC and scaling down accordingly) no longer have to develop for PS360, development costs could actually drop? Assuming they're not creating bigger worlds, of course. The same size as now, but more detailed.



Locknuts said:

^ Makes sense, thanks!

EDIT: Just thought of something. Does that mean that once studios (the ones that were already developing on PC and scaling down accordingly) no longer have to develop for PS360, development costs could actually drop? Assuming they're not creating bigger worlds, of course. The same size as now, but more detailed.

They will roughly balance out as being the same, savings made developing for an easier platform would end up going in to the creation of those higher complexity assets



Nyleveia said:
Locknuts said:

^ Makes sense, thanks!

EDIT: Just thought of something. Does that mean that once studios (the ones that were already developing on PC and scaling down accordingly) no longer have to develop for PS360, development costs could actually drop? Assuming they're not creating bigger worlds, of course. The same size as now, but more detailed.

They will roughly balance out as being the same, savings made developing for an easier platform would end up going in to the creation of those higher complexity assets

Does that concern you considering the state of Publishers like THQ and Capcom?



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Locknuts said:
Nyleveia said:
Locknuts said:

^ Makes sense, thanks!

EDIT: Just thought of something. Does that mean that once studios (the ones that were already developing on PC and scaling down accordingly) no longer have to develop for PS360, development costs could actually drop? Assuming they're not creating bigger worlds, of course. The same size as now, but more detailed.

They will roughly balance out as being the same, savings made developing for an easier platform would end up going in to the creation of those higher complexity assets

Does that concern you considering the state of Publishers like THQ and Capcom?

Not really, they're in the state they are from mismanagement and poor sales performance of projects released, amongst other things.

If you try to spread yourself too thin in this industry you get burned



Does tiled ressources will bring Pc games to a whole new level without breaking the bank on video card?



Do you know if PhysX supports GPU accelerated effects on next gen consoles? Or is it still limited to CPU physics on consoles.



@TheVoxelman on twitter

Check out my hype threads: Cyberpunk, and The Witcher 3!

I'm not sure if you can answer this, but have you gotten your hands on being able to remotely play someone else's game on the PS4? Sony made mention of that, but has gone silent on it.



I another one. Do Developer make bad games on purpose just to make a quick buck or they're really untalented? Lack of passion?