Seite 2 von 4 ErsteErste 1234 LetzteLetzte
Ergebnis 11 bis 20 von 38

Thema: Miscreated - Survival RPG

  1. #11
    Semi Pro Avatar von T-Rocc
    Registriert seit
    28.10.2007
    Ort
    Salzgitter
    Beiträge
    1.012

    Standard

    Habe abgestimmt. "Ja"

    EDIT: Lohnt es sich die Pre-Alpha zu holen und somit das Game zu unterstützen?
    Geändert von T-Rocc (11.05.2014 um 15:51 Uhr)




  2. #12
    Semi Pro
    PotW Gewinner: 2
    Avatar von Mr.H0n$3L
    Registriert seit
    12.06.2010
    Ort
    Nordhausen
    Beiträge
    2.487

    Standard

    @TobHH
    meiner meinung nach ja!


    hier ist noch der live stream von gestern. schaut schon echt gut aus.

  3. #13
    Semi Pro Avatar von T-Rocc
    Registriert seit
    28.10.2007
    Ort
    Salzgitter
    Beiträge
    1.012

    Standard

    Ja, danke für deine Antwort und für das Video.

    Hatte es, nachdem ich hier damals nachgefragt hatte, doch schon unterstützt und bin damit dem "Founders Club" beigetreten.

    Bin seit dem aber nicht mehr so auf dem neusten stand.

    Wurde denn schon die Alpha, bzw. Pre-Alpha verteilt?

    Habe bis jetzt noch keine Mail bekommen.




  4. #14
    Semi Pro
    PotW Gewinner: 2
    Avatar von Mr.H0n$3L
    Registriert seit
    12.06.2010
    Ort
    Nordhausen
    Beiträge
    2.487

    Standard

    keine sorge, niemand hat bis jetzt eine mail bekommen.

    ich glaube der early access start ist erst für august geplant, ich bin mir da aber nicht ganz sicher.

    normalerweise wäre die alpha bestimmt schon fertig, da sie aber auf die neue engine (CE 3.5) umgestiegen sind müssen sie vor release noch einige sachen fertig stellen.

  5. #15
    Co-Administrator Avatar von Kolga
    Registriert seit
    30.05.2007
    Ort
    Kassel
    Beiträge
    7.200

    Standard

    Mir fällt gerade auf das ich in diesem Thread noch garnichts geschrieben hatte bisher.

    Ich habe letztes Jahr im Dezember auch "vorbestellt" via Founders Club.

    Ich habe seit einigen Monaten auch zugriff auf das Pre-Alpha Forum. Jedoch kann ich da nichts Posten irgendwie und kann auch die Pre-Alpha nicht Downloaden oder so. Keine Ahnung warum.

    Die Alpha sollte eig im Juni starten. Durch den späten rls vom Cryengine Abo dauert es jetzt noch etwas. Bisher habe ich auch noch kein neues Datum mitbekommen.

    Ich werde mit denen evtl sowieso mal in Kontakt treten bezüglich Crytek-HQ das wir darüber auch berichten können.

    Freue mich aufjedenfall auf die Alpha und das es auf Steam kommt ist auch super.
    greetings Kolga
    --> Lest bitte unsere FORENREGELN/FORUMRULES
    -> Ihr seid neu im Forum? Stellt euch doch der Community HIER vor!


  6. #16
    Semi Pro Avatar von hyper.aN#
    Registriert seit
    10.01.2011
    Beiträge
    916

    Standard

    können sie eigentlich ohne größere verluste auf die neueste version updaten?

    da sie ja einen indie vertrag nach alten regeln abgeschlossen haben, werden sie auch eine "größere" summe dafür bezahlt haben und bei den 15% Royalties bleibem müssen oder wie läuft das?
    weiß da wer bescheid wie das ist wenn wer mit alten Indie vertrag in das neue system umsteigen will

  7. #17
    Semi Pro
    PotW Gewinner: 2
    Avatar von Mr.H0n$3L
    Registriert seit
    12.06.2010
    Ort
    Nordhausen
    Beiträge
    2.487

    Standard

    @hyper.aN#
    das spiel wurde doch schon auf die neuste engine version (3.6.4 build 2715) upgegradet.

    deswegen dauert der early access release auf steam ja auch noch etwas.

  8. #18
    Semi Pro
    Registriert seit
    04.02.2008
    Beiträge
    1.221

    Standard

    Die springen ja nicht einmal auf den DayZ-Zug auf, wenn ich das so lese, nein, die kapern den Zug und fahren ihn direkt selbst!

    Wenn nur einer(!) der Titel in diesem Genre mit allem, was man als Fan ebendieses begrüßen würde, ordentlich entwickelt würde, dann fände ich das schon toll. Stattdessen hast du dann Dutzende mittelmäßige Klone von einem Titel, der selbst auch nur mittelmäßig ausgeführt wurde.
    Signatur zu gross - bitte Forumregeln beachten

  9. #19
    Semi Pro
    PotW Gewinner: 2
    Avatar von Mr.H0n$3L
    Registriert seit
    12.06.2010
    Ort
    Nordhausen
    Beiträge
    2.487

    Standard

    Development Update (07/21/2014)
    Zitat Zitat von tevans Beitrag anzeigen
    As I've done in the past couple of updates I'll talk about the main issues holding up the alpha release and then have some new images attached at the end of the update.


    Release Date


    There is no release date. We're working very hard to get everything ready and we'll release it as soon as we can.


    Latest Twitch Stream


    We did a Twitch.tv stream a little over a week ago and if you haven't watched it yet I'd highly recommend you do so. We showed off one of the new areas of the map we've been working on and our progress on some of the animations to that point. In the video you can see how good some of the PBR texture work is looking. Here is the URL to the recording for those who may have missed it: http://www.twitch.tv/miscreated/c/4640898 Favorite our Twitch stream as well while there, so you'll be notified of upcoming streams!


    PBR Conversion


    The vast majority of our assets have now been converted to PBR, but there are still a few assets we have that are not converted yet, and we just do those now on an as needed basis. This has freed up all the modelers to continue to work on improving existing assets or creating new assets for the game.


    Sounds


    Most of the sounds are now in the new sound system and we're working on configuring them for use in the game. Some things, like footsteps, are already fully functional again and, as a side note, footprints now work again as well! Other groups of sound effects like bullet impacts and collisions are very close to being configured. We expect most of the sounds should be fully functional within the next week or so. In a future update, we'll talk about some of the new features we're adding to our sound system that will add even more realism to the game.


    Animations


    A lot of progress has been made this week on getting a core set of "no weapon" (just the player's hands - not holding a weapon) animations done. As I type this 61.73% of those have been completed (50 out of 81). Within the next few days the rest of those should be finished. Those animations will then serve as a base to build additional weapon holds from, such as holding a flashlight or an axe. Once we get a little further along, we'll do have another Twitch stream to show the progress again.


    Game Map/World


    We have a couple of new areas of the map being worked on in parallel right now. The images at the end of this update include scenes from some of those areas so you can see the progress being made. Progress is being made on towns as well as forested areas The level designers are working hard to get as much done as they can before external testers start playing again.


    Third Person Camera and Leaning System


    One of our developers has been spending a lot of time on improving the third person camera system for the game. It's fairly complex to get a third person camera that works really well when transitioning between smaller interior areas and external areas, and to make it function as you'd expect. We also have to handle special cases to prevent wall exploits - like being able to see through a wall when you shouldn't be able too. He has also been steadily working on improving the lean left/right mechanic for the game. In an upcoming Twitch stream, we'll be sure to demo how these systems work.


    And now, New Images!























    http://miscreatedgame.com/forums/sho...ed=1#post12695

  10. #20
    Semi Pro
    PotW Gewinner: 2
    Avatar von Mr.H0n$3L
    Registriert seit
    12.06.2010
    Ort
    Nordhausen
    Beiträge
    2.487

    Standard

    Development Update (08/01/2014)
    Zitat Zitat von tevans Beitrag anzeigen
    Time for another update! We added more details this time to give everyone a better understanding of what we're currently working on and how the game is progressing.


    Sounds


    Almost all of the sounds have now been added to the new Wwise sound system. The only sounds still being worked on are a few of the environmental sounds and a few miscellaneous sounds. All of the basic sounds - footsteps, collisions, bullet impacts, shell casings, player foleys (eating, drinking, climbing ladder, etc.) have been configured in the game and are now working. There are still several item specific sounds that need to be configured to still work correctly in the game - weapons, items, equipping, but those won't take long to finish when we get to them.


    In the last development update I mentioned we were working on some sound specific features to add to the realism of the game, so I want to talk about a couple of those today. In the next Twitch.tv stream we'll give some demonstrations of the sound features.


    1) Sound Occlusion


    Sounds in the world will be reduced if there is something between you and the sound source that is acting as an occluder - like a building, wall, or solid fence. This will give even more feedback to the players to help them more accurately located the source of sounds - like for a gunshot. Some of the sounds will even be modified based on your current location in the world. For example, if you are inside of a house the tail of a gunshot will sound different than when you are outside of the house.


    2) Gear Weight


    We have a dynamic character foley system so that the amount of gear a player is carrying affects the sound of the player's movements. This is set up by having two groups of foley sounds: clothing and gear. The clothing foley group contains recordings of clothing movements based on the player's actions (walk, run, sprint, jump, etc.) while the gear foley group contains recordings of various equipment sounds for each movement.


    For example, a player starting with no equipment will only hear the sound of his clothing as he moves, but as more equipment is acquired the player's movements will also contain sounds of the various equipment he/she is carrying. What this allows you to do is to listen to other players in the world and judge their strength/loot based on the sound of approaching player, influencing your decision to either flee or fight.


    3) Wind Speed


    In addition to how much trees, bushes, grasses, and even bullets move based on the wind speed, many of the outdoor sounds will also be affected by the wind speed. As an example, if it's really windy you will hear the trees creaking more as they are bending in the wind. So, even the wind speed you'll be able to use to your tactical advantage if you understand how it works.


    4) And a few more ideas we are working on!


    Animations


    Animations have been a large focus for the team the last few weeks. We have team members working on the third-person animations and the first-person animations in parallel to get them done as quickly as we can. In another Twitch.tv stream we'll show off more of the animations. The animations are really the only thing holding us back from releasing a lot of gameplay footage at this point and getting the game ready for release.


    Third-person Animations


    We now have a full set of base movement animations completed. To cover all of the base movements in the game we ended up with a total of 85 unique animations. CryEngine has a very advanced animation system integrated into it, and to get the animations to look their best we need to have a complete set of animations and then add all of those animations to properly configured blend spaces, and combined blend spaces, so that the animation system can procedurally interpolate between different animations so they look nice and smooth as you move around. Now, with the base animations ready, we are working on the weapon poses that are layered on top of them for various weapon types - fists, pistol, rifle, etc. Each unique weapon hold will need its own set of additive animations layered on top of the base movements. Once the third person animations are done for weapon type, then we can reuse most, or all, of the animations for other weapons of the same type - adding new pistols, rifles, one-handed weapons, etc.


    First-person Animations


    In parallel with the base movement animations and weapon holds, work has been progressing on the first person weapon animations we need. A lot of progress has been made on those as well and some of them are almost finished. We will show these off in the next stream as well, but here's a link to a short video of one of the weapons: https://www.youtube.com/watch?v=RsGTbir362g


    Character "skinning" for Animations


    As part of the PBR conversion for the main player character, we've also went back and optimized the model for the character (we reduced the polygon count to 2/3 of what it used to be), and we've also re-skinned the entire player so that he now looks a lot better during animations. There are a few images at the end of this week's update that show the new skinning of player and how it looked when deformed. The images are not rendered in the game engine itself, so they look shiny, so ignore that part of those images.


    Third Person Camera System


    We mentioned in the last update about the new third person camera system that's being worked on. We will also demo this in the next stream (lots of things to demo!), but in the images there's an image that attempts to show how it works (look for the image titled "Third Person Camera Analysis", for those that may be interested in some of the technical details:


    In the image there is a faint, blue rectangle that originates at the front of the player's face and extends behind him. The rectangle represents the path to the camera behind the player. Along this path you can see some large spheres where collisions have been detected with objects in the world. The camera's distance behind the player is then reduced until there are no collisions detected. In the image there are also a lot of smaller spheres which are inside the larger green cylinders. Those spheres are used for reducing the camera distance predictively. The graph at the top is updated in real-time and allows us to analyze how the camera movement is occurring while playing. All of this is done to get a natural and seamless working third person camera system.


    Spawn System


    One of the huge limitations of CryEngine for a game such as this is that we don't have any way to control when entities (players, vehicles, items, AI) are sent to each player in the game. By default, when you log in to a server it has to send you the location of everything in the entire world that could possibly be interacted with, and that can make for some very long login times for a world that has a lot of players, items, and structures in it.


    As a result of trying to overcome that limitation, we've been developing a new spawning and syncing system that should be a lot better for the game. While we don't want to divulge the technical details of how the system is implemented, it has been working very well during some initial testing. One of the tests consisted of almost 9,000 possible spawn locations (really we can have as many as we want) on the map and had over 2,500 spawned items waiting for players to find in the world. These are not items that were hidden inside of containers, but actual items you could visibly see in the game and a player could be pick up. This is very exciting because it will allow us to do far more with the game world than we could previously. If it all goes well during testing, it will also allow us to have a completely persistent world where you can drop something in the world and come back days later and it should still be there (assuming someone didn't steal your precious). Obviously, there will need to be systems in place to prevent too many items, or to remove items after some time period, but it does allow for a lot more interesting gameplay mechanics.


    New Images!


    Character Textures (PBR) - Eyes not done yet





    New Warehouse





    Warehouse Roof





    World Design (Igor)





    Fire Station





    Third Person Camera Analysis





    Player Character Animations/Skinning
    These are not done in game mode, so the character's textures look odd and shiny.




    http://miscreatedgame.com/forums/sho...)&goto=newpost

Seite 2 von 4 ErsteErste 1234 LetzteLetzte

Stichworte

Berechtigungen

  • Neue Themen erstellen: Nein
  • Themen beantworten: Nein
  • Anhänge hochladen: Nein
  • Beiträge bearbeiten: Nein
  •