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June 26th, 2020, 23:03
Here's a bonus unrelated thought.

All those videos where a parent gives their kid a puppy and the kid cries. They're obviously just hungry. I wonder if the parent starved them beforehand on purpose for the video they were planning. xD
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June 26th, 2020, 23:15
Originally Posted by SirJames View Post
I think my blood sugar level is low. Need to have breakfast. It's literally brought tears to my eyes. That's some crazy good graphics.

They could probably work out what sort of hardware would be required to run that in real time.
It actually is running in realtime on a high end PC. So it could be done, just that no-one's likely to pitch a game at that hardware level for a while

Having moved from Australia to Sweden more than 15 years ago, Im often struck with the crystal clear memory of a sound, smell, or particularly calm experience as a kid growing up in the land down under. This is a little tribute and collection of a few of those moments and sounds (WEAR HEADPHONES!) that leave me feeling positively nostalgic about a wonderful past, of great adventures, and of the ones we've lost. All nature you see here vegetation, rocks, cliffs, etc Ive built from my own photogrammetry scans captured on a recent visit to Australia. I kept within typical game budgets for content and technical features, running in real-time on Unreal Engine. I hope you get a little taste of these memories and experiences that bring me joy. Enjoy!
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July 14th, 2020, 14:15
Originally Posted by Ripper View Post
It actually is running in realtime on a high end PC. So it could be done, just that no-one's likely to pitch a game at that hardware level for a while
Andrew Hamilton
Of course! I know that! I'm just so used to saying that about cutscenes.

But, yeah, filling it with everything else required for a game,etc, etc.

Make it an MMO and chuck 100 players with different equipment and see how it runs.

Sorry for the crap reply, been so insanely busy recently.

I mostly came by hoping for some comments about KOTC2 because I haven't had time to check it out but now I'm really disappointed in the watchers for the apparent complete lack of interest.
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July 18th, 2020, 16:59
@Ripper You mean you haven't played it, either?!

I thought you'd be well into an indie RPG that you could be reasonably confident of emulating yourself?
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July 18th, 2020, 18:28
Originally Posted by SirJames View Post
@Ripper You mean you haven't played it, either?!

I thought you'd be well into an indie RPG that you could be reasonably confident of emulating yourself?
Sorry, I'm not quite with you there. I am well into making my RPG demo, but it's certainly not going to be emulating that fidelity!
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July 24th, 2020, 17:50
Originally Posted by Ripper View Post
Sorry, I'm not quite with you there. I am well into making my RPG demo, but it's certainly not going to be emulating that fidelity!
Like, tech demo or sample of the full game?

Either way; I'm hyped!
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July 25th, 2020, 13:29
Originally Posted by SirJames View Post
Like, tech demo or sample of the full game?

Either way; I'm hyped!
Pretty much a demo of a game that will never be taken any further.

The idea is to create a demo of an RPG game, in that Piranha Bytes or Witcher kind of third-person style. That forces me to create the logic of an RPG in the context of the Unreal engine, and, by taking it to a small but complete finished product, I'm also forced to confront all the little things that are easy to put off until "later".

The satisfying thing about it is that once you've implemented the logic of an RPG in a given engine, it's then relatively easy to adapt to different styles. There's a lot of core things that are generally applicable - an inventory and equipment system, skills and attributes, gaining XP, the benefits of equipped items, how all that is taken into account in combat, the animation and collision, enemy AI, and so on. Once you have that structure in place in a way you understand, it becomes much easier to experiment.

I have that core stuff in place, and at the moment I'm working on the inventory GUI. That's been more time consuming than I'd imagined, which I should have guessed, really. In many ways, the GUI stuff is a bit like making a desktop application.
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July 25th, 2020, 15:40
Originally Posted by Ripper View Post
Pretty much a demo of a game that will never be taken any further.

The idea is to create a demo of an RPG game, in that Piranha Bytes or Witcher kind of third-person style. That forces me to create the logic of an RPG in the context of the Unreal engine, and, by taking it to a small but complete finished product, I'm also forced to confront all the little things that are easy to put off until "later".

The satisfying thing about it is that once you've implemented the logic of an RPG in a given engine, it's then relatively easy to adapt to different styles. There's a lot of core things that are generally applicable - an inventory and equipment system, skills and attributes, gaining XP, the benefits of equipped items, how all that is taken into account in combat, the animation and collision, enemy AI, and so on. Once you have that structure in place in a way you understand, it becomes much easier to experiment.

I have that core stuff in place, and at the moment I'm working on the inventory GUI. That's been more time consuming than I'd imagined, which I should have guessed, really. In many ways, the GUI stuff is a bit like making a desktop application.
Why is it an RPG, though?

You speak of "an inventory and equipment system, skills and attributes, gaining XP, the benefits of equipped items, how all that is taken into account in combat, the animation and collision, enemy AI, and so on."

Yet, despite my sound reasoning, Sekiro and Monster Hunter World were both rejected from the RPGwatch game-of-the-year voting despite having these features and more.

Some might argue that the core logic behind an RPG is simply die rolls like you'd see in any tabletop RPG. However, in a 3D 3rd person combat system, where little is left to the imagination, there's no room for die rolls to be deciding if you hit or miss when the blade clearly collided with the enemy.

Once you remove the die rolls, you're actually making a 3rd person action combat system. You can completely ignore gear/ability scores until the very end when you scale everything.

Now, if you want to make the BEST combat system you should completely ignore Pirahna Bytes because they've been very average combat. Witcher 1 with its "sweet spots" was a cool idea but really not fun combat system which is why they dropped it going forward. 2 I barely played. 3 got a decent amount of playtime and was their best attempt, but it was still no Dark Souls!

If you really want to make the best combat you should look to From Software and Capcom.

I'm going to assume, because your examples didn't include Sekiro or MHW (or even something like very fun Devil May Cry 5!), that you've probably not played them.

And, yes, I understand that working in UE you probably cannot do the animations required. But if you want to know who is doing 3rd person combat the best in the industry for your own entertainment you really need to give these games a whirl!

Start with Sekiro because its so beautifully simple but unlike anything else. It's pretty much just two buttons. LB while held will block, but timed correctly will parry and RB is attack. But rather than directly damaging the hitpoints, the swords will clash and spark and attack their "balance", which is pretty much just a quickly regenerating (while not blocking) stamina bar. Once the balance is broken it opens them up to a finishing blow with a fancy animation. It's an incredibly satisfying combat system that ties in remarkably well with stealth gameplay and its backstabs because the whole fight is about landing a "frontstab", if you will. Harder enemies will require more than one "stab" so you can open the fight with a backstab using stealth then clash blades for a frontstab.

I dunno. You might get a kick out of it.

I'd like to hear how you're dealing with 3rd person combat. I remember you mentioned sliding the player up to the enemy like they do in Batman?
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July 25th, 2020, 16:12
Ah, right, just to be clear - I'm not shooting for a great combat system in this demo. In fact, it's all deliberately pretty generic. The aim from my point of view is to make sure that I can put together a fully functioning game in the general style I'm interested in, with no aspects remaining a mystery to me.

I definitely wouldn't be looking to PB or the Witcher for examples of great combat - I just mentioned those a reference for the sort of RPG I'm dealing with. Also, as their combat is quite perfunctory, it's a good comparison for this project, because I'm not putting effort into a refined combat system at this point.

Some might argue that the core logic behind an RPG is simply die rolls like you'd see in any tabletop RPG. However, in a 3D 3rd person combat system, where little is left to the imagination, there's no room for die rolls to be deciding if you hit or miss when the blade clearly collided with the enemy.

Once you remove the die rolls, you're actually making a 3rd person action combat system. You can completely ignore gear/ability scores until the very end when you scale everything.
Well, even if the combat is an action style, and is based on collision detection rather than RNG, under the hood the same kind of die rolls and table lookups are still going on - to check equipped weapon, attributes, active skills, etc, and then determine damage, apply any buffs and debuffs, and so on. And there's many other general things that apply across different styles of games, from attaching different weapon and armor models to sockets when you change equipment, to making the player stand on stairs correctly, and so on. All that is actually the complicated part.

Once you've got that down, and you've worked out the structure of your classes and functions and so on, it's actually quite easy to change the style of the RPG itself. Going from third-person action, to an Xcom-style party turn-based game is not that big a leap. You essentially replace the bits where you're doing realtime physics checks on collision detection, and introduce the idea of the combat round - doing some extra RNG checks to determine hits, and cycling through player characters and NPCs one at a time. But, loads of the core stuff can remain essentially the same.
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August 3rd, 2020, 13:00
Well, it sounds like you're making some good progress. Looking forward to hearing more about it!
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January 27th, 2021, 15:45
Paypal has decreed that paypal can't be used to purchase vaping products, also shuts down accounts of vaping vendors without warning, trapping cash in limbo:

https://www.ecigclick.co.uk/paypal-bans-vape-payments/

Reasons are unclear, Paypal blames other services but changes their terms of service regardless. There's apparently an anti-vaping lobby that is globally active demonising vaping based purely on speculation that it's probably not good for you, even though there's zero evidence at this point in time.
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January 27th, 2021, 19:04
I just had to fire up a dictionary to get that word …
Is this the same kind of word where the term "vapo(u)r-ware" comes from ?
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February 6th, 2021, 12:44
There's an interesting new service that's designed to help reduce food waste, by allowing food services to sell whatever might be wasted at very low prices. So, you essentially get a random selection of food for a couple of pounds. I think it's a great idea, and might be useful to people, particularly in these tough times.

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