Graviteam Tactics: Mius-Front

Graviteam Tactics: Mius-Front

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Igigi 5 iul. 2016 la 8:55 
The engine is already technically superior to almost any other strategy title. Andrey & Co are stellar programmers.
What's needed is using the engine to it's maximum extent & optimizng it, not a more demanding/complicated engine.
andrey12345 v2.0  [dezvoltator] 5 iul. 2016 la 8:58 
Postat inițial de =BKHZ= hnbdgr:
Outerra engine - Imagine Mius Running on this 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 :steamfacepalm:.
I think this engine will be really great for war games, especially for stuff like flight sims.

But Mius is mostly flat farmland so no point :)
I think it's pretty cool. Though having a bunch of units and with sim rts, all the calculations I feel like that engine's game would have extremely costly system requirements


Postat inițial de andrey12345 v2.0:
Postat inițial de =BKHZ= hnbdgr:
Outerra engine - Imagine Mius Running on this 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 :steamfacepalm:.

Haha, instead of a wargame it's hide and seek.

andrey12345 v2.0  [dezvoltator] 6 iul. 2016 la 1:22 
Postat inițial de Shadrach:
I think this engine will be really great for war games, especially for stuff like flight sims.
But how?
There's no one important features for the game development. Only a set of a minor graphical features.

Postat inițial de Shadrach:
But Mius is mostly flat farmland so no point :)
Mius can do almost any existing landscapes on the planet, not just the mountains with Perlin-noised parks and manicured grass :)
First of all, this is not a game just yet, it is an engine in development.

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.

Editat ultima dată de BlackBadger; 7 iul. 2016 la 5:14
Postat inițial de Mac:
The engine is already technically superior to almost any other strategy title. Andrey & Co are stellar programmers.
What's needed is using the engine to it's maximum extent & optimizng it, not a more demanding/complicated engine.

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.
andrey12345 v2.0  [dezvoltator] 7 iul. 2016 la 6:54 
Postat inițial de =BKHZ= hnbdgr:
First of all, this is not a game just yet, it is an engine in development.
Yes, graphical engine under development since 2011, not game engine

Postat inițial de =BKHZ= hnbdgr:
1.) scaleability - from planet to continent to city to a blade of grass
It absolutely does not need any wargame, or in ground simulation.

Postat inițial de =BKHZ= hnbdgr:
2.) real topography (minus cities) to bring up immediately for any area of the world
No, there's usually SRTM with an accuracy of 90 meters horizontally. Connectivity with the real topography is very weak.

Postat inițial de =BKHZ= hnbdgr:
3.) multiple object handling - there's videos of swarms of thousands of birds and butterflies flying and computing swarm paths without significant FPS hit.
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 :)


Postat inițial de =BKHZ= hnbdgr:
4.) dynamic destruction/crater creation built it
This is generally not serious, we have it in every game since 2003. This is a trivial feature.


Postat inițial de =BKHZ= hnbdgr:
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.

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.



Postat inițial de =BKHZ= hnbdgr:
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.
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


Postat inițial de =BKHZ= hnbdgr:
The engine has been already bought by a company creating content exclusively(exclusively licensed) for military purposes.

This is a purely negative factor, then it does not have commercial prospects
Editat ultima dată de andrey12345 v2.0; 7 iul. 2016 la 6:55
I honestly don't think Andrey knows the definition of the word, "possibilities". lol the engine doesn't have to be used immediately, as is, but like hnb said, when the engine has matured it can used for great things. Imagine thousands of units fighting on a planetary scale (or something smaller) in a RTS war game, or an open-WORLD survival, or a space-flight sim where you can fly between multiple planets (No-Mans Sky is already doing this with their tech), and the list of possibilities goes on and on. I mean for the first time ever battlefields no longer have to relegated to these boxed in planes (thats not a bad thing though!), instead developers can create battlefields on entire planets and can create the illusion of a flat landscape due to the scale of the planets.
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.
gribelo 14 iul. 2016 la 19:38 
Ты им про Фому, они тебе про Ерёму )))

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.
Editat ultima dată de gribelo; 14 iul. 2016 la 19:49
In my time I've witnessed the promise of FMV interactive contents, the first 3D prophecy, the first VR prophecy, Massively online world, the rise of apps. And now VR the second coming. The next upgrade always promises to knock our socks off. They all came true, but all in watered-down, crappy form.

Technology is nothing but an excuse to separate fools with their money.
Editat ultima dată de Technopiper; 14 iul. 2016 la 20:01
Maybe you guys are right; maybe we should've stopped developing technology right after we developed the steam-powered train and the telegraph. A car is only a watered down version of a train right? A cell phone is only a watered down version of the telegraph? Maybe Columbus never should've left Europe, the Americas are just a watered down version of the European continent. Maybe man should've never come out of his cave several thousand years ago, because life is just a watered down version of death. Perhaps you reductionists should stop asking yourselves, "Why bother?" and should instead be asking, "Why not?". Yes, reality is cruel and no one disputes this, but the fact of the matter is that we as humans will always develop technology to make life easier and less "cruel". We shouldn't hold back our development as a species simply because the results of DEVELOPING technology aren't immediately revolutionary and mind-blowing. Development of all things, especially digitalized technology, takes time (i.e. maturing).
gribelo 15 iul. 2016 la 3:09 
I was more optimistic as well when I was younger. Unfortunately things are developing VEEERY SLOW, and usually in time of great wars or when hungry peasants are about to lynch their nobility. Im not reductionist, Im a man who says the truth.

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.
gribelo 15 iul. 2016 la 3:30 
HELL, what we are talking about?!

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.
andrey12345 v2.0  [dezvoltator] 15 iul. 2016 la 3:54 
Postat inițial de Stealysteve:
I honestly don't think Andrey knows the definition of the word, "possibilities".

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.

Postat inițial de Stealysteve:
lol the engine doesn't have to be used immediately, as is, but like hnb said, when the engine has matured it can used for great things.
Which things?

I did not see there any thing that would be needed to develop games. Only purely secondary features needed for demoreels.
Editat ultima dată de andrey12345 v2.0; 15 iul. 2016 la 3:55
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