
Prosper
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Everything posted by Prosper
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not much done today. ordered a pizza though.
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orated my lyrics. http://youtu.be/Kub-HsG0LUc
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or maybe they should just have a world before they make the world. its too late to iterate if you don't have enough passages for all the quests. too late to iterate if you leave no room for battle areas, or addition towns. for accuracy you can't always leave room. on paper it has to make sense. then try harder. even stories can be mapped out. its like relations between fruit loops. you can also go deeper with each redraw or simply break into the next level of depth. i love world design. world of level design is a nice site as well. maps aren't just decided settings, it takes so much more to prep the users for awesome adventures. whether it be pure adventure/rts/diablo/fallout and fallout 3. it is the most fun part of it. don't bog yourself down with notions of being correct. that comes later yo. iterate that iter when it comes time. bidirectional has its place.
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not really. its only good for general discussions that can also include rpg discussions. i like to link drop and share images. the rest is design theory. only those that have already reached high status in life have the time to discuss ungamely things.
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Some guy is trying to take my name.
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fish-food alley. trolley flapjacks. city thumbtack stoplights. country of Poland carved into the roads. leprechauns eating peppercorn smores leaping to, juggling, ropes. diamonds roll down the mountain by the thousands. the feet of women flow out of volcanoes. giant fax-machine farms coil. plastic aardvarks spreading their seed. Gwendolyn bees laying eggs that hatch into trees. Quite a scene. sweet swinging scallops at the yellow spring. loitering apocryphal diametric space distortions. calligraphic crescents seating themselves on the council of acrobatics. Brussels sprout towers exhuming freckled spheres, squashing peasant bears. a spying Promethean peeking into a mobile room. shroom razor blades shedding emphatic silver saxons. chairs reaping their masters benefits. holocaust currency playing simon says with three axes of serenity. calcium thrusting itself about like drink straws in the upper atmosphere. intoxicated deers trading buttery flashcard. kinky forgers marrying minotaur mafia. back-pain whirling through whiz-kids. minced quests sought by laureates. Nature gushing within the rainbow helix. feminine mint leafs frosted over by calendar hieroglyphs.
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if i had slept with my job therapist i bet i would of had the courage to apply directly here during that time. but i am still a wreck. its not that i am flaky, but that anyone who is anyone is flaky about me.
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this one is for all you futuristic MCA fans. http://i.imgur.com/5eSbD.png
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she not play games?
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maybe you should of put your dizzle in the soviet pencil sharpner for rizzle.
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I don't think the interview was perfectly honest. No one is perfect however. So let us rewalk the issues, and before I get to it I will admit I know you had not the budget or time or the friends at Bethesda. First and foremost, as far as game engines go there should not be a unique problem with New Vegas. In fact From Oblivion to New Vegas it is apparent there was no chance of an honest look into the save game problem. Oh right make that Skyrim as well. So much for inhouse engine! But back to what you could of personally said or done differently to help out New Vegas. In theory if you had time of course. I will break it down piece by piece. http://nma-fallout.com/forum/viewtopic.php?t=60345 " That can easily be a big problem, especially if you're on the PS3. The longer you play a character, the more bit differences on objects (characters, pencils on tables, containers, etc.) get saved off and carried around in memory. I think we've seen save games that are pushing 19 megs, which can be really crippling in some areas. " This is some what meaningless although not all to surprising of a concern considering the many other unbelivable flaws of gamebryo or is it the incomplete design of the plugin system Bethesda uses so that the modders can correct the game. "It's an engine-level issue with how the save game data is stored off as bit flag differences compared to the placed instances in the main .esm + DLC .esms. As the game modifies any placed instance of an object, those changes are stored off into what is essentially another .esm. When you load the save game, you're loading all of those differences into resident memory. " Saved off as essentially another .esm is misleading. I don't have the source or the ability to test your claim from where I am at. But for the moment I think it is fair to say that serialization of two full sized worlds is oh so wasteful. It should never come to that. There are and should always be countless more statics(nonmoving) objects and meshes in the game. Although technically an animated static has a moving mesh but typically has no real object translation-wise change. The terrain is not dynamically generated. Most of the npcs in the game die off. You don't summon monsters but to replace them, and know as designers you keep a check as to not overflood the areas. So those that are gone are not saved any more those that are created or modified are still that which hardly begs an entire world recreation. For the record all objects statics or not have a vector3d essentially. If you are in fact needing a ESM and then to load a recreated version of it, then the techn design of the game or engine is not meant to be. It can be changed to give what modders still expect from the CS and inded the game for the casual user. But you have to face the fact, the issue was not about a fair trade off of advantages or disadvantages. Hell you could with enough time add in networking which according to Todd and others would be too much for the super quality of their single player games to bare. Lies, deceit, and downright taking advantage of the helpless. Thats Bethesda. But who cares about that. THey might just be doing even worse things behind the scene. To this point I have disclosed much of the technical insight I have that you could want offered and also my attitude generally towards the tech and the use of it . Obsidian did an alright job, so I won't attack you. But I do feel the interview I linked is misleading. Compacting changes or states into bits has nothing whatsoever to do with loadtime times or RT slowdowns. By that I mean its a standard practice, but awfully misunderstood by someone for the Devs to have hte perception they do of what limits are reasonable for a game of New Vegas' magnitude. (i know the fans raised the question, but you should of known better and answered betteR) I hope this opens up some talk. Don't come after me trying to point out inconsistencies in my own thinking. It is much more probably you are forgettting I have to address what we have been told is their view. Look carefully at the history of what devs said from oblivion to new vegas. All those games gives us an idea that the developers do not include programmers, but artists. But oh ! I didn't see that much quality there even. Or physics. Luck for them that comes back to the engine not so much the game. But that is only a problem for stingy management or is it those businessmen that each and eveyrone one of us knows holds back developers of all kinds and makes them stupid. And again, Obsidian is not stupid. I feel honored they took the initative to prove themselves by accepting the woes of that craptech. I feel this an appropriate addendum. IT comes from IRC.
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You can't get a positive from a negative. But you can think you can. I don't believe it would matter either way to you. To me, you never wanted a serious relationship. Are you a female? Pretty Princess?
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Well I finally am getting around to writing a new resume and preparing to fill out the job application to join Obsidian. When I reach a library tomorrow I am going to use the peace and quiet to think through everything. Probably fax it before I return to the apartment. I watched a bit of G4. If only there was a developer interviews only channel for game.s
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http://i.imgur.com/8jVCb.gif http://i.imgur.com/mNySO.gif
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http://i.imgur.com/yWN6Q.png Front http://i.imgur.com/DWMCa.png Side http://i.imgur.com/9GOQn.png Back http://i.imgur.com/YaYJ0.png Head http://i.imgur.com/4lFsj.png http://i.imgur.com/cFRKo.png http://i.imgur.com/EQUAm.png midsection and arms added
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completed some mutant bulldost master idea sculpts. http://i.imgur.com/yWN6Q.png Front http://i.imgur.com/DWMCa.png Side http://i.imgur.com/9GOQn.png Back http://i.imgur.com/YaYJ0.png Head
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http://i.imgur.com/jmoKr.png unstoppable! but i must work harder.
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http://i.imgur.com/Nfcea.png I was doing a Fallout Raider Base art but ended up making a cross of Act 5 Harrogath and Act 4 Pandemonium fortress of D2. oo and another! i am on fire! http://i.imgur.com/cFejN.png
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http://i.imgur.com/mlHFi.png
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i could see this as a public statue somewhere, animated in soapstone and titanium ligatures. if i made a sculpture about the size of a man out of that, do you think it could sell for a few grand.
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http://i.imgur.com/7yvm2.gif i call it headface critte.r
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Time for bed. BuT i made this. http://i.imgur.com/28rvC.png
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Designed Mothership Zeta 2 perk. http://i.imgur.com/An81J.png