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What's needed is using the engine to it's maximum extent & optimizng it, not a more demanding/complicated engine.
10- units are looking for each other for a month in a synthetic planetary size locations. I think this game will go down in history as the most boring of all man-made
But Mius is mostly flat farmland so no point :)
Haha, instead of a wargame it's hide and seek.
There's no one important features for the game development. Only a set of a minor graphical features.
Mius can do almost any existing landscapes on the planet, not just the mountains with Perlin-noised parks and manicured grass :)
The strengths of this engine, to name a few
1.) scaleability - from planet to continent to city to a blade of grass
2.) real topography (minus cities) to bring up immediately for any area of the world
3.) multiple object handling - there's videos of swarms of thousands of birds and butterflies flying and computing swarm paths without significant FPS hit.
4.) dynamic destruction/crater creation built it
Andrey don't diss the engine :) Your engine is good, no doubt but this can be used just as well and when it matures I believe it will be very flexible. Just because you can play with the whole world in the engine, it doesn't mean you can't limit your game to 10x10km or so.
Limit camera, limit size etc. and you get whatever you want - flightsimulator, RTS game, Hearts of iron style game, survival game, fps, milsim. Possibilities are there.
The engine has been already bought by a company creating content exclusively(exclusively licensed) for military purposes. It's something to keep an eye on for sure.
I'm not saying drop everything now and get this new engine. Just that there's a new tool out there which seems like a dream come true to a lot of people.
Mius engine is good, no doubt. Though there's holes in the AI, especially infantry vs infantry behaviour and also needs some jazzing up on animations and variation.
It absolutely does not need any wargame, or in ground simulation.
No, there's usually SRTM with an accuracy of 90 meters horizontally. Connectivity with the real topography is very weak.
Firstly it is not necessary in the games, and secondly not difficult itself.
Many small objects with _small dimensions_ on the screen is very easy, already 10 years. Now, if there was a lot of smoke without any w/o loss of performance and artifacts at the junctions at the same time - It would be of interest. But flying butterflies will not, sorry :)
This is generally not serious, we have it in every game since 2003. This is a trivial feature.
I hope you understand that miracles do not happen. And it is interesting to play the game, not because there is a large (in 3D games is easily achieved by simply scaling), and because the world is full of objects and the units, and is not synthetically uniform like a park, and even be a bit like a real.
But for all this, you do not need anything from that there in Outerra engine.
You need:
0) Money
1) The team of people with experience
2) Clear pipeline and toolset
3) Robust engine with game features (Unity, UE, etc)
You do not need:
1) Outerra engine
2) Any demo-makers engine with bunch of visuals
I'm sorry if I ruined your dreams, our world is cruel
This is a purely negative factor, then it does not have commercial prospects
TBH this engine and its full potential really depend on the game's story and more importantly, how well funded the developers are. A small dev team probably couldn't do much with this engine but large AAA developers could make mind blowing games with this tech on a massive scale (granted they have to stay within the confines of an average person's PC's power since they want $$). In several years engines and tech like this will be ground-breaking in creating new games, especially coupled with VR-technology thats coming out now as well. As for right now, I'd say the biggest hurdle to this engine is being able to create a planet of a huge scale AND being able to render and account for thousands (if not tens of thousands) of objects on the planet, not just trees, without a decent PC bursting into flames.
Possibilities, possibilities, possibilities... When I was a boy, my president said that there will be a ♥♥♥♥♥ COMMUNISM in my country,in year 2000. Im still waiting )))
In 1996 they said Half-Life would be open-world game, with completely destructible enviroinment and AI capable of learning. What we got? Another scripted corridor shooter.
Then they said. HEY, NEXTGEN! Expect revolution in everything. What we got? Senseless console oriented projects, designed for imbecile players. They turning even worse every year. NO GAMEPLAY, NO AI, NO PHYSICS, NOTHING! And system requrements are unreasonable.
Look at Mafia 1, was a revolution and masterpiece!
Look at Mafia 2, was a mediocre crap. Not a single step ahead.
Look at Mafia 3, WTF IS THAT?
As Andrey said, there is no miracles, only cruel reality. Golden age of game development ended in 1990`s. You can expect only more money wasting on useless upgrades, trash and degradation. Sorry to burst the bubble, but there is no point to fap on mega-engines because instead of revolutionary realistic worlds you will get more dumbed down, scripted, over-hyped, over-priced, non-optymized trash in the end.
Technology is nothing but an excuse to separate fools with their money.
Since the 2000`s gamedev turned from something enthusiastic and revolutionary to pure business. They realised that improving games at the the same pace will demand a lot of R&D, science and mangement and its COSTLY. So since this point they only improve VFX, and nothing more and Nvidia have their nice schedule of new videocard releases written down up to the year 2050.
So much possibilities! How many cores do you have? 8? Yet only one is working. How much RAM do you have? 32 Gb? Yet only 4 is used at best.. There is cemented symbiosys beetween low IQ customers and greedy publishsing corporations and I dont see a soil for the real tech progress here. Businees do not cares how to improve things, they care how to return more on every invested dollar.
Mega-super engines with planetary size assets are good but its just a nice dream, we better prepare for corridored, scripted, cut-scene driven crap. If you lookin for a gameplay its better to stick to low-cost indie stuff, or desperately search for stuff lke GTOS.
Developers are even forced to dumb down their games on customers request (or sometimes they just say so). Do you remember fantastic revolutionary game, Black&White? Was a pure art! So they dumbed down AI bcz "players said it was to complex". WTF?!
Same with GTOS by the way! Most realistic blinding day lighting and dark nights I ever saw are all reduced, thanks to customers request... Tragedy for me! But someone (damn him) actually ASKED for it!
And there is thousands of examples! Masses dont want any revolution, they want their daily dose of hyped crap.
There are no any possibilities for themselves. Only those that have materialized in the form of the product.
When I started to engage in games, I also think that it is enough to add all sorts of cool chips and the game will turn out by itself. But this is not true. 100500 cool features do not give any possibilities and can not help to make the game. Only contrariwise, because instead of game that can be played, most resources spent on garbage. Here is a typical example. 5+ years of development - zero result.
Which things?
I did not see there any thing that would be needed to develop games. Only purely secondary features needed for demoreels.