Seite 1 von 2 12 LetzteLetzte
Ergebnis 1 bis 10 von 38

Thema: Miscreated - Survival RPG

Hybrid-Darstellung

Vorheriger Beitrag Vorheriger Beitrag   Nächster Beitrag Nächster Beitrag
  1. #1
    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

  2. #2
    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

  3. #3
    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

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

    Standard

    Development Update (08/15/2014)
    Zitat Zitat von tevans Beitrag anzeigen
    Hello, and happy weekend everyone!


    This update is going to be a shorter one than usual - primarily because of the issues we've been focusing on, which are documented below:


    Animations


    We're still doing a lot of work on the animations for the game, and this is currently our most critical item to get fixed and improved. We've been doing work on blending additive animations (for the players arms), working on adjusting base movement speeds and animations to reduce foot sliding, adjusting the base skeleton so the player isn't hunched over when running as much, adjusting the base mesh to remove some of the "turtling" effect in the neck at times, making some custom transition animations (crouch to stand, stand to sit, ...), re-skinning the mesh so it conforms better to animations, continuing to work on and improving the first person weapon animations, and pretty much everything else you can imagine related to animations. We want the animations to look as good as we can for all of you, so we're really doing our best in this regard.


    Main Menu


    A lot of clean up work has been done on the main menu of the game. It hasn't really been updated for almost a year now, so it was time to make sure it was entirely functional again. It will now correctly use your Steam name in game, which you can change in the main menu, when you log into servers, show the correct number of players on servers, the time of day on the servers - all the typical stuff you'd expect. Right now there are just about a dozen base video options you can set for the game. In the future (during alpha) we'll revisit the video options and break down the options a lot more so players can tweak more specific settings. So, for now, it's functional, but is definitely far from being something final.


    Game Optimizations


    At this phase of the game we're not going to be too picky when it comes to optimizing the game, but we have been spending time adjusting some of the larger issues related to graphics performance. Some of our original assets for the game were really poorly optimized, and even some of the more recent ones, so now a lot of them are a lot better. There were cases where we reduced assets that had around 200 drawcalls down to 10, and others that had 80 down to 2 or 3. With Cryengine, there are some simple mistakes that can be made with assets that have a really dramatic performance impact if they're not modeled correctly. There are adjustments we want to make for the vegetation draw distances (right now everything is set to the default values), but we'll wait on that until we have the vegetation we want to use locked down and then do it all in one pass - that's why the render distance for the grass is short in some of the videos and screenshots.


    Updated Vegetation


    As you'll see in the screenshots at the end of this update, we've been working on some new vegetation for the game. They make the world look much better than before, and they are also more optimized than the previous ones were, which allows us to render even more of them at once.


    General Cleanup


    In general, there has been a LOT of cleanup made to the game over the past couple of weeks - models, textures, code, materials, physics proxies, and animations. Unfortunately we can't really show any of that process off in a weekly update, but I think it's important to mention in the update because a lot of our time has been focused in that area.


    And now, time for some screenshots! (we will do another Twitch stream as soon as we're ready with the animations)
    hier geht's zu den screenshots.
    http://miscreatedgame.com/forums/sho...ed=1#post13291

  5. #5
    Semi Pro
    PotW Gewinner: 2
    Avatar von Mr.H0n$3L
    Registriert seit
    12.06.2010
    Ort
    Nordhausen
    Beiträge
    2.487

    Standard


  6. #6
    Semi Pro
    PotW Gewinner: 2
    Avatar von Mr.H0n$3L
    Registriert seit
    12.06.2010
    Ort
    Nordhausen
    Beiträge
    2.487

    Standard

    Development Update (09/13/2014)
    Zitat Zitat von tevans Beitrag anzeigen
    Happy weekend, everyone! It's time for another development update.


    The team's focus over this past couple of weeks have been primarily focused around animations, world design, and general clean up and testing of the game.


    We just uploaded a short video to YouTube that shows the current state of the arm animations without holding any weapons. While they are not perfect, we think they are close to being ready for alpha release at least. Keep in mind that we still consider them a WIP, and also remember that they are being made by an indie, non-professional team. After alpha is released one of our highest priorities will be getting a lot more professional help with animations. Here's an inline link to the video:





    Right now we are focusing getting the weapon animations ready and we'll release some videos of those soon as well. Once the weapon animations are ready, that will allow us to release a lot more gameplay related videos, which we've been hesitant to do until the animations looked decent.


    As part of this update, there are some images of the newly updated town of Sultan that is being made by Kris B., who just joined the team recently. Sulton is the original area of the map where the pre-alpha testers tested at, but almost all of it has changed and been updated now. About the only thing in the original location is the church. All of his images are still a WIP as well, and will definitely look more post-apocalyptic and destroyed when finished, so keep that in mind when looking at them.


    All of the members on the team have been asked to help out and create "prefabs" for the level designers to use. A prefab is a group of objects all added together as one group, so the level designers can just place a prefab and have all of the interior, exterior, sounds, item spawners, furniture, etc all placed at once. As many of you noticed in our last Twitch stream, a lot of the houses and buildings were empty. Those will be fixed now pretty soon once the prefabs have been finished. It will make the world look a lot more lived in.


    As the team has been playing the game, we've been entering a lot more issues into our internal tracking system, so that issues can be identified and fixed as quickly as possible. It's been a great resource for us to use to keep the entire team focused on what we need to get finished for the alpha release. With a team like ours from disparate regions of the world and time zones, keeping everyone coordinated and on the same track can be a bit challenging at times, but the team is doing a great job overall.


    For a couple of bonus images this week, I'm including our new splash screen for the game, and it will also be the image used in Steam for the game as well. It was made by our concept designer, Eric, who has done an amazing job for us. It is a large image,, so you can use it as a background image if you'd like.


    Miscreated Banner


    Click here for the much larger version!





    Sultan (WIP)











    Graham's Prefabs (Same model, but very different looks overall from using prefabs)





    Foggy Evening (Just a couple of images from playing today)






  7. #7
    Professional Avatar von sic
    Registriert seit
    24.03.2007
    Beiträge
    2.960

    Standard

    find das so krass dass die auch all ihre sounds neu machen müssen wegen dem cryengine update, was da für arbeit ins land geht.

  8. #8
    Semi Pro Avatar von T-Rocc
    Registriert seit
    28.10.2007
    Ort
    Salzgitter
    Beiträge
    1.012

    Standard

    War nur mal ganz kurz drin, aber eas waren 2 EU Server und 4-6 US Server.

    Kann es dir aber nicht ganz genau sagen.

    Edit: 4 US-Server
    Geändert von T-Rocc (26.10.2014 um 09:37 Uhr)




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

    Standard


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

    Standard

    hab jetzt 8. stunden gespielt, macht schon echt spaß, mal sehen wie sich das spiel noch entwickelt.

    hier sind noch die letzten patchnotes. (Patch #2 - 10/28/2014)
    Zitat Zitat von Jenilya Beitrag anzeigen
    We updated Miscreated to use the most recent version of the CRYENGINE SDK, so the patch is larger than would be typical. We put in some new goodies, and fixed a lot of issues that were brought up before. Here's the rundown!


    Game:

    • [ Fixed ] Fixed crash when closing inventory while dragging an item.
    • [ Fixed ] Antialiasing "Disabled" mode is not used now (blue screen flicker issue). You can put the aspirin down now.
    • [ Fixed ] AI corpses will now disappear after time. We are looking at you Spikers that are stuck in the ground...
    • [ Fixed ] Adjusted all doors - rotation amount and speed. Some WD-40 goes a long ways!
    • [ Fixed ] Reduced strength of water current. Life-vest still recommended.
    • [ Removed ] Removed user.cfg file - add your own now, if wanted. Check the CryEngine doc to learn how.
    • [ Fixed ] Fixed crash from entering G as part of your player name. You can now let everyone know how MLG-SWAG you are, though we will still believe you if you don't put it in front of your name...
    • [ Fixed ] Turned off first person smoothing by default. Should help with some of that mouse jittery-ness.
    • [ Fixed ] Pressing the jump key should be more responsive now. Work those calf muscles, 1-and-2!
    • [ Fixed ] Fixed potential server crash while harvesting materials. No longer fear the trees.
    • [ Fixed ] When killing a player you could "float" and not be able to move. Sorry all you Chris Angel fans.



    Items:

    • [ Added ] Added melee attack to the pistol (Press T). It still works better with bullets... just saying.
    • [ Added ] Added two new melee weapons. These are super secret... have fun!
    • [ Fixed ] Added straps to backpack. Begone magic backpack!
    • [ Fixed ] Bandages now work. These temporarily increase your health regeneration when used.



    Materials/Models:

    • [ Fixed ] Fixed trash piles so items don't disappear under them. Oscar was being extremely grouchy.
    • [ Fixed ] Fixed several walking through wall issues. We know it's Halloween, but ghosts don't fit in here.
    • [ Fixed ] Adjusted many of the flickering decals, floors. You can look at them and see their beauty now!



    Sounds:

    • [ Adjusted ] Waterfall sounds, but still odd for this patch. Water sounds are a trickle thing to get right... I mean fickle!



    World:

    • [ Fixed ] Removed the utility pole in the middle of the road in Sultan. No idea what city engineer thought that was a good idea.
    • [ Added ] Added more houses with interiors. We are really upping our housing budget!
    • [ Fixed ] Added the ability for some houses to spawn items we missed. This still means you have to look really good to find things!
    • [ Removed ] Removed the ladder from the grocery store (ladders will be added in an update). Ladders are dangerous anyways, it is for your own good!
    • [ Added ] Added more houses to the peninsula along the beach. Prospective home owners will love these magnificent housing locations!
    • [ Removed ] Duplicate house interior in Woodhaven. We got a few more home designers to mix things up!



    Animations:

    • [ Fixed ] Fixed sitting idle animation.
    • [ Fixed ] Several general improvements.



    Spawns:

    • [ Balance ] Lowered number of deer spawns, increased Spiker spawns Spiker has poked you.
    • [ Balance ] Adjusted spawns in gas station. Keep your eyes open.
    Geändert von Mr.H0n$3L (28.10.2014 um 13:25 Uhr)

Seite 1 von 2 12 LetzteLetzte

Stichworte

Berechtigungen

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