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Engine

Suggestions for what Wasteland 2 should or could include.

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Re: Engine

Postby cdoublejj » April 27th, 2012, 11:11 pm

Bryce777 wrote:
cdoublejj wrote:OH MY GOD why won't this thread die already? :idea: Pretty sure they have this handled already.

Dying to see what they choose and how it works out, plus it's fun to discuss. You don't have to read it if it upsets you :o



no there is too much to read, half of it is the same thing over and over again, pre rendered vs 3d vs both.
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Re: Engine

Postby Bryce777 » April 28th, 2012, 1:00 am

Well, Jerry, whatever you want to believe. :roll:

Zeful wrote:
Bryce777 wrote:Pixar looks like cartoony crap anyway, nothing they do is remotely realistic and could be done just as well in realtime engine with enough effort so why discuss them.

Because graphical power or realism isn't part of the metric for how good something looks.

It is in this context.

suz wrote:
Zeful wrote:Because graphical power or realism isn't part of the metric for how good something looks.

If it ain't using voxels/raytracing/latest vaporware or stuff that requires a cluster to render then naturally - it looks like shit, self evidently obvious ;)


Pixar uses tons of render farms. Every animation studio does.

The point was the raytracing in the demo the guy a few posts back linked to, which allows you to plug in very detailed meshes and then render them in realtime.

cdoublejj wrote:
Bryce777 wrote:
cdoublejj wrote:OH MY GOD why won't this thread die already? :idea: Pretty sure they have this handled already.

Dying to see what they choose and how it works out, plus it's fun to discuss. You don't have to read it if it upsets you :o



no there is too much to read, half of it is the same thing over and over again, pre rendered vs 3d vs both.


If you can't even read it stop wasting our time with your spam posts. Other people are.
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Re: Engine

Postby dmazz » April 28th, 2012, 2:38 am

Too bad the Titan Quest engine doesn't support linux. Also not sure how well documented it is or how easy it is to learn, inxile doesn't have any previous experience with this engine to draw from. Also it's an action RPG, has only a little in common with a turn based text based RPG. On the plus side, it must be pretty cheap for a unfunded indie developer to license the engine.

"Crate Entertainment has licensed the Titan Quest engine from Iron Lore. Right now we have no outside funding and are operating as a privately funded indie-developer."

http://www.youtube.com/watch?feature=pl ... YI2DMPWpWg
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Re: Engine

Postby Bryce777 » May 7th, 2012, 10:28 am

Looks pretty good but usually more expensive to license an engine that includes game code, plus it's real time so that part would be no use.

C4 now supports linux, compiles to 64 bit by default. That was quick!

http://www.terathon.com/forums/viewtopi ... =2&t=11816
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Re: Engine

Postby suz » May 7th, 2012, 11:23 am

Bryce777 wrote:Pixar uses tons of render farms. Every animation studio does.

The point was the raytracing in the demo the guy a few posts back linked to, which allows you to plug in very detailed meshes and then render them in realtime.

And so far they haven't supplied anything useful except videos which can easily be pre rendered even without a render farm.

Until they start licensing it is vaporware, put up or shut up ;)
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Re: Engine

Postby Bryce777 » May 7th, 2012, 3:50 pm

suz wrote:
Bryce777 wrote:Pixar uses tons of render farms. Every animation studio does.

The point was the raytracing in the demo the guy a few posts back linked to, which allows you to plug in very detailed meshes and then render them in realtime.

And so far they haven't supplied anything useful except videos which can easily be pre rendered even without a render farm.

Until they start licensing it is vaporware, put up or shut up ;)


True, I just wanted to point out I don't think it's a scam.

The difficult part with such a method is animated characters.

Even if they get all the rendering stuff working fast enough for that, there's still general tools needed for all 3D engines like world builder. But if they or someone else get it all going quick enough for modern computers it will have lots of benefits for user and developer. I think computers still need to improve more first, though. But with twice the cores, maybe.
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Re: Engine

Postby dmazz » May 11th, 2012, 6:05 pm

YESSS!! Looks like they chose the Unity engine, awesome!
viewtopic.php?f=22&t=2131

Seems the OpenGL ES support is sufficient or just as likely, they are betting that in the next 12 months it will get full opengl support, maybe they even got confirmation from google. Native client is googles flagship technology for their new Chrome OS after all, this is a big priority for them.

Although i've gone on about the benefits of the Unity engine, here are a few more.

- Since Obsidian has licensed their rpg tools, Obsidian can charge for them through the Unity asset store. (which increases the chance we'll get them in the modkit)
- Modkit will be integrated into the Unity engine, which will make Wasteland 2 the most mod friendly game evA!
- Cheap A.i middleware support, means there's a higher chance of advanced A.i for Wasteland 2.
- Solid middleware support means Inxile will save alot of time, which will translate to a game that not only plays better but looks/sounds better too.
- Free unity engine is available now, which means there will be barely any learning curve in mod development.

I'd say this is even a big deal for Unity as they've never had a desktop game of this calibre on their platform before. It makes sense for an RPG though, as they are one of the most time intensive game genres. The Unity engines ease of use focus has paid off.
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Re: Engine

Postby Lucius » May 11th, 2012, 7:21 pm

dmazz wrote:YESSS!! Looks like they chose the Unity engine, awesome!
viewtopic.php?f=22&t=2131

Seems the OpenGL ES support is sufficient or just as likely, they are betting that in the next 12 months it will get full opengl support, maybe they even got confirmation from google. Native client is googles flagship technology for their new Chrome OS after all, this is a big priority for them.

Although i've gone on about the benefits of the Unity engine, here are a few more.

- Since Obsidian has licensed their rpg tools, Obsidian can charge for them through the Unity asset store. (which increases the chance we'll get them in the modkit)
- Modkit will be integrated into the Unity engine, which will make Wasteland 2 the most mod friendly game evA!
- Cheap A.i middleware support, means there's a higher chance of advanced A.i for Wasteland 2.
- Solid middleware support means Inxile will save alot of time, which will translate to a game that not only plays better but looks/sounds better too.
- Free unity engine is available now, which means there will be barely any learning curve in mod development.

I'd say this is even a big deal for Unity as they've never had a desktop game of this calibre on their platform before. It makes sense for an RPG though, as they are one of the most time intensive game genres. The Unity engines ease of use focus has paid off.


Just curious, I see this engine is used in a lot of mobile games and browser games. What does that mean for Wasteland 2? Should we expect cartoony graphics or casual style play? Are there screenshots from anything hardcore on this engine? Everything I've seen is hard to compare to W2, as far as what to expect graphically.
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Re: Engine

Postby Bryce777 » May 11th, 2012, 8:50 pm

Unity doesn't mean it will be more moddable.
Lucius wrote:Just curious, I see this engine is used in a lot of mobile games and browser games. What does that mean for Wasteland 2?

Probably means it's going to suck, to be honest. If the short dev time is stuck to it would he hard regardless, but I don't have a good opinion of the engine in spite of it being very popular.
Lucius wrote:Are there screenshots from anything hardcore on this engine?

There's no such thing, but it can do all kinds of art styles, not just cartoons.
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Re: Engine

Postby Drool » May 11th, 2012, 8:53 pm

Lucius wrote:Should we expect cartoony graphics or casual style play?

I don't think engine has anything to do with the graphics.
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Re: Engine

Postby axeldeath » May 11th, 2012, 8:55 pm

casual style play


Are you serious?
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Re: Engine

Postby paultakeda » May 11th, 2012, 9:06 pm

It's going to be Unity.

Now just let this ridiculously long thread die already. :P
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Re: Engine

Postby dmazz » May 12th, 2012, 1:14 am

Unity engine is 'good enough' graphically here's what it's capable of, which I posted previously.
These don't use the best hardware either.
http://www.youtube.com/watch?v=VpiMu6XTuWk&hd=1
http://vimeo.com/27669302
http://www.youtube.com/watch?v=IhBlMRIEPXE
http://www.youtube.com/watch?v=cpm_mkNr ... r_embedded

Also why do you think the unity engine won't increase moddability?
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Re: Engine

Postby Lucius » May 12th, 2012, 8:35 am

axeldeath wrote:
casual style play


Are you serious?

I was stretching quite a bit with that. Its become more and more clear they want to port to ios. If they design it that way we are going to end up with something touch screen friendly which usually more streamlined and casual. I've yet to see a deep rpg experience on mobile.
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Re: Engine

Postby axeldeath » May 12th, 2012, 8:41 am

Lucius wrote:
axeldeath wrote:
casual style play


Are you serious?

I was stretching quite a bit with that. Its become more and more clear they want to port to ios. If they design it that way we are going to end up with something touch screen friendly which usually more streamlined and casual. I've yet to see a deep rpg experience on mobile.


That's why it's being developed for PC first, they chose Unity for the Windows-Linux-Mac compatibility. Unless I've missed something I can't seem to remember them ever saying anything tablet/console ports.

As an aside I've played through the entirety of Baldur's Gate 1 & 2 along with Icewind Dale and Planescape Torment on my Android tablet. So I hardly think that viewpoint is valid.
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Re: Engine

Postby Darkershure » May 12th, 2012, 11:44 am

I see alot of people posting screen shots from various games that are using the game engine their promoting. While I'm not trying to say you shouldn't do that, but it isn't going to help a whole lot. doesn't prove why X engine is better then Y engine. Art level depends entirely upon the artist making it(save for shader support). you could be using the cry engine and have art that looks like minecraft.

but most of the big engines out there have basically all the same stuff just packaged a bit different. I guess it really comes down to desired programming language, engine extendability/stability and licensing. Licensing is probably one of the most important things to look at though. :?

One thing I ask for though, is if there are console/tablet ports, don't degrade the computer version for it to work(that's means graphically,interface and gameplay wise). It's probably not even worth the money to be honest. the Xbox/PS3 SDKs are pretty expensive and license restrictive. Also, I don't see it selling well on platforms dominated by nothing but "on rail shooter" games. Loss > Gain.

(lol ever tried to play xcom or any strategy game for that matter, with a controller.....doesn't work too well.)
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Re: Engine

Postby axeldeath » May 12th, 2012, 11:51 am

(lol ever tried to play xcom or any strategy game for that matter, with a controller.....doesn't work too well.)


Strategy games != turn-based cRPGs controlled almost entirely by mouse.
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Re: Engine

Postby Darkershure » May 12th, 2012, 1:02 pm

axeldeath wrote:
(lol ever tried to play xcom or any strategy game for that matter, with a controller.....doesn't work too well.)


Strategy games != turn-based cRPGs controlled almost entirely by mouse.


Exactly, Controller != Mouse right?. I guess it depends on if their going to keep the menu system from the old one or use a more modern design. this quote "we’re going top down so you get a tactical feel for the situation." suggest it's more then just a menu with Attack,Item,run and some text. thus probably requiring more strategy. I guess we'll have to wait until more info is release on it.

But if they release it where it's like the old system, sure a controller would work. something like xcom or jagged alliance...problem. agree?
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Re: Engine

Postby Roman0 » May 12th, 2012, 1:10 pm

axeldeath wrote:they chose Unity for the Windows-Linux-Mac compatibility

I'd wish. As far as I know, Unity3D doesn't support Linux platforms, unless you include NaCl. There was a huge demand for Unity3D on Linux a couple of months (years?) back, but they didn't do anything yet.

Edit:

Well this is reasurring.
Last edited by Roman0 on May 12th, 2012, 1:33 pm, edited 1 time in total.
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Re: Engine

Postby Balls Out 3 » May 12th, 2012, 1:32 pm

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