Pibituh said: My setup isn't worhty. only a table with the console linked to my big TV. And some games. The most lazy setup ever made, is mine :D |
Do it anyway! Thats the fun part. We've all had those kinds of set ups.
How does this make you feel? | |||
Happy | 549 | 70.38% | |
Sad | 17 | 2.18% | |
Scared | 4 | 0.51% | |
Excited | 4 | 0.51% | |
Angry | 2 | 0.26% | |
Awful | 7 | 0.90% | |
Total: | 583 |
Pibituh said: My setup isn't worhty. only a table with the console linked to my big TV. And some games. The most lazy setup ever made, is mine :D |
Do it anyway! Thats the fun part. We've all had those kinds of set ups.
DD_Bwest said:
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Sweet! can't wait to see it.
When i move this year i'll have to redo it. I'm thinking about a 2 bedroom so i can have a dedicated gaming room. Although she wants a libary and a place to read, so it might have to double as both areas.
Mmmfishtacos said:
When i move this year i'll have to redo it. I'm thinking about a 2 bedroom so i can have a dedicated gaming room. Although she wants a libary and a place to read, so it might have to double as both areas. |
ppffft reading.. if it was any good they would turn it into a movie lol
I am Torgo, I take care of the place while the master is away.
"Hes the clown that makes the dark side fun.. Torgo!"
Ha.. i won my bet, but i wasnt around to gloat because im on a better forum! See ya guys on Viz
Naughty Dog Posted a new round of career opportunities for April, inviting more developers to join “the kennel,” and while the company is always very careful not to post specifics, we can catch a glimpse on the technologies that will be used on Uncharted for PS4 and The Last of Us Remastered (that are the only two games in development at the studio as far as interviews suggest) by looking at the competences required from candidates.
First of all, and this will come at no surprise, a lot of the work is done in Maya, Autodesk’s 3D animation suite, which is still an extremely popular tool between developers of high-end games.
The ad for a Lighting Artist is aimed to “develop the lighting scheme, color-palette, post-processing-fx, and general visual mood that turns unlit 3-D environment models into awesome looking and visually compelling 3D game environments.”
An interesting detail is that it requires experience in Global Illumination, which is a series of techniques used to add realism to a scene’s lighting. The concept is taking in account not just the effect of direct light sources on objects, but also light reflected by other objects, whether they’re actually reflective or not. In previous Naughty Dog games (since Uncharted 2) it was mostly pre-calculated, but the PS4 has already demonstrated to be able to take care of a degree of dynamic Global Illumination.
The ad also requires a “thorough understanding of direct/indirect light, luminance/exposure and color-theory,” but “experience with generating light-maps, pre-lighting or baked lighting is desired” means that we’ll probably see some degree of pre-calculated lighting. That’s pretty normal, as a large number of lights don’t really need the degree of variation offered by dynamic techniques, and the same resources are better used with a greater visual impact elsewhere. A mix is normally ideal.
An ad seeking an Environment Texture Artist requires the ability to “sculpt highly detailed 3D and 2D images,” but more interestingly it lists the kind of texture maps that the candidate will need to use for in-game environments:
That’s definitely a quite complex texture array, worthy of Naughty Dog’s level of visual fidelity. The ad also mention the development of new shaders, so we’ll probably see some innovative material shading techniques in the upcoming games.
A further post for a Character Artist, mentions that we’re going to (unsurprisingly) see ”hi-res realistic characters, including organic and non-organic assets.” and a “high level of realism” is stressed. Experience in generating ambient occlusion maps is again mentioned, pointing out to a degrees of pre-baked AO. Interetsingly enough the use of scan data is also mentioned, so we can expect the use of performance capture or at least facial scanning.
An ad for a Character Technical Director/Rigger is quite interesting because it mentions not only rigging for characters, but also for vehicles. It also requires the ability to work with secondary dynamics systems. Maya’s Dynamics engine allows between the other things to pose and animate secondary parts of a character body like hair or fingers, giving characters a more natural look as they move.
A post for a Multiplayer Systems Game Designer mentions “player customization, weapons, progression and unlocks” while and a second ad also mentions player enhancement, so we’re probably going to see a form of progression system in the multiplayer. The single player should unsurprisingly be heavily scripted, as another post requires the ability to place “necessary objects, triggers, and scripted logic to fire off events in the gameplay flow.”
Finally, an ad seeing a Graphics Programmer states the mission of implementing “efficient and stunning industry-defining visuals,” but that’s pretty much par for the Naughty Dog course.
One thing is for sure: with 14 positions offered (not counting the ICE team and non-developer roles) Naughty Dog is stepping on the gas of next-generation development. E3 is less than two months away, and you can pretty much bet that we’ll see some of the results of that effort then.
Anyone can bluster about like Doom’s space marine, but professional espionage requires a gentler touch. In Klei’s Invisible Inc. you take a two-member team into a building and infiltrate its secrets, using all the tools at your disposal to get in and out and, hopefully, remain unseen. Sneak, scout, hack, and try to avoid detection, because while your crew is made of skilled professionals they aren’t particularly good at soaking up bullets.
Invisible Inc is Klei Entertainment’s new strategy game, and it’s being released in the same fashion that worked so well for Don’t Starve. Right now a very early alpha is available that gets a Steam code is available on via their web, but it’s still pre-Early Access and will remain that way for a while. Early though it is, my hands-on time showed a good level of polish for the features available, and there were a number of options available already to mess with the guards patrolling the area. Admitted, they still took me down before I even completed the tutorial, but the tools were there if only I could have figured out the best way to use them.
Basically, Invisible Inc. is a turn-based strategy game that’s like a reverse X-Com. Instead of seeking out aliens you’re instructing your agents to hide from guards while sneaking through the building like ghosts, using their action points to move, engage with the guards, and hack consoles to earn CPU points. The agents’ action points control how much they can do, but you as the eye-in-the sky can spend CPU points on things like hacking cameras or making distracting noises for the guards, paving the way for the agents’ success. You only initially see what the agents see, but a bit of stealthy peeking around corners can reveal cameras you can hack to fill you in on details your agents couldn’t see. In all actions it’s best to try to have as light a touch as possible to avoid raising the alert level, because a high alert means more guards and more expensive hacking and there’s only so many CPU points to go around.
Still, success brings rewards, and the two agents level up individually as they succeed at various actions. Each agent has their own specialties, such as stealth, lockpicking, or coming equipped with a tranquilizer gun, so using the right agent in the right situation is one of the keys to success. Sometimes you just have to make due when you’ve split them up, but at least on the level I got to experience there wasn’t any time limit so getting the right agent in place is a matter of patience, assuming the guards aren’t pinning you down.
At the moment the objectives are pretty simple- get to the elevator, loot safes for bonus goodies, and maybe find an extra helper you can hire along the way. There’s many a plan for changes and upgrades, including tweaks to level generation, the possible addition of side-quests for each randomly-generated floor, the usual difficulty and balance tweaks any game in alpha can expect to see, and many more that either haven’t been announced or possibly even thought of yet. Invisible Inc. is too early even for Early Access, but already it’s a sleek, stylish, and highly playable bit of turn-based sneaky strategy.
http://www.hardcoregamer.com/2014/04/19/working-the-sneaky-in-invisible-inc/81903/
DD_Bwest said:
ppffft reading.. if it was any good they would turn it into a movie lol |
Lol. The good part about a library these days is all she would need is a lounge chair and a tablet.
Mmmfishtacos said:
Lol. The good part about a library these days is all she would need is a lounge chair and a tablet. |
Tacos are you married or on your way?
haha I forgot to upload those trees from yesterday, i know i got a screen shot but i really hope the video worked so i could show them waving lol that island is a serious WTF ..
I am Torgo, I take care of the place while the master is away.
"Hes the clown that makes the dark side fun.. Torgo!"
Ha.. i won my bet, but i wasnt around to gloat because im on a better forum! See ya guys on Viz
Raven722 said:
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On my way, later this year. Most likely at the end of summer.
DD_Bwest said: haha I forgot to upload those trees from yesterday, i know i got a screen shot but i really hope the video worked so i could show them waving lol that island is a serious WTF .. |
Lol that island is a fucking thing of beauty!