Take A 30-Minute Behind-The-Scenes Tour Of No Man's Sky
48 replies, posted
[video=youtube;h-kifCYToAU]http://www.youtube.com/watch?v=h-kifCYToAU[/video]
As it's turning out this game might be the first true next gen game. I just hope this game turns out to be fun as well.
it's incredible they went from a super simple 2.5d arcade stunt bike game to this
I only watched 1 minute so far and i am already feeling all happy because he is actually super excited to talk about his game, the smile and the way he talks about the world and game is just heartwarming for me.
I had doubts about the random generation this game was boasting before and during E3, but with all those dev tools they showed off, I'm incredibly hyped for this game.
Everything looks amazing.
Wasn't this the team that got flooded out last year due to the floods here in bongland?
I am definitely supporting this game because it just looks so unique and he is so excited to talk about it.
At first I didn't understand why this procedural generation was so impressive. The fact that the map isn't actually stored but rather re-generated every time you visit the same place is really cool. Also the amount of variations of ships and animals excites me.
I really hope this game turns out to be as good as it seems to be.
Aw, I was expecting Space Engine to have a mention here. It's the most similar thing I can think of in terms of scale and generation.
I wonder if he knows about it.
[QUOTE=paul simon;46648659]Aw, I was expecting Space Engine to have a mention here. It's the most similar thing I can think of in terms of scale and generation.
I wonder if he knows about it.[/QUOTE]
i can't imagine he doesn't
If anyone is interested in keeping up with the development and info on this we do have a thread I bring to life with news whenever it comes out as generally there are gaps in time we hear nothing but I always keep an eye out.
[url]http://facepunch.com/showthread.php?t=1402027&page=8[/url]
I wish the interviewer had asked whether or not hand-made content can be integrated into the game. The way he described the procedural generation made it sound infeasible.
I love how little bullshit there is in this, it's an actual behind the scenes video. There's no juvenile attempts at marketing, just a game developer talking about developing the game he wants to make.
I hope I can do all the things I could do in Hazeron in this.
Man, the dev in the video looks like such a friendly dude.
I hope it's every single thing they say it is in the video and more
I hope they become video game pioneer's and revolutionize the market. I hope the team becomes absolutely massively renowned.
the reason I hope this is not because I think it looks cool, but because I think it's something that could legitimately do this if it's as good as it looks. And the reason I hope that, is because the gaming market has turned to ass.
The gaming market seriously needs a kick to the balls. I don't think a game like minecraft could ever do that, or anything like half life 3 will be able to do that. Half life 1 and 2 revolutionized gaming, and so did Doom, Morrowind, I hope this game does the same.
it's probably most likely not nearly going to be that important but it'd be great. It feels over hyped but they're stern and show you exactly what seems to be in the game. I don't see any fancy marketing, just THE ACTUAL game.
however
[QUOTE=elevator13;46651387]I'll get hyped when I see how the game actually works. every trailer has been "look at wildlife, get into ship, fly to new planet"[/QUOTE]
This is pretty much how I also feel. It looks amazing but I'd like to see 2 hours of just PLAYING it.
One thing I hope that this or other procedural planetary games figure out is how to make the LOD transitions less obvious. It's the one single thing that takes me away from games is seeing something that was previously flat all of a sudden become slightly bumpier in one pass, instead of looking like a more natural transition.
They say in the video that no one has done anything quite like this before and that it might be truly next gen, but there have been loads of projects around that have done stuff just like this. They just don't have the same funding/backing that this game seems to have so they haven't seen the light of day. Infinity being the obvious example, and Outerra too. And probably more I don't know about.
[QUOTE=The DooD;46652501]One thing I hope that this or other procedural planetary games figure out is how to make the LOD transitions less obvious. It's the one single thing that takes me away from games is seeing something that was previously flat all of a sudden become slightly bumpier in one pass, instead of looking like a more natural transition.
They say in the video that no one has done anything quite like this before and that it might be truly next gen, but there have been loads of projects around that have done stuff just like this. They just don't have the same funding/backing that this game seems to have so they haven't seen the light of day. Infinity being the obvious example, and Outerra too. And probably more I don't know about.[/QUOte]
whenever the interviewer said nobody has done something like this before Sean always replied that they aren't really doing anything all that new and are more taking existing ideas and putting them together. They did say it could be rather next gen in the way they are doing it but not claiming it is anything new.
I will definitely agree however that the LOD transitions should be better this something I really don't like from looking at the trailers as it is just so noticeable.
I'm hyped just for randomly generated animals and ships, you're going to see some really weird stuff and its going to be awesome
one thing that concerns me with this generation method is, can i damage the environment and make it stay that way? or if I leave and come back will that area be regenerated like it was my first time there
It doesn't make a lot of sense to me.
Why destroy and recreate stuff rapidly, including the things that will be the same when you come back, i.e. the environment? I know it's to create actually limitless worlds, but that seems very un-optimal and will put a lot of unnecessary pressure on the CPU and RAM when you could just drop it into storage? Maybe something to do with the PS4's limits, idk.
[editline]6th December 2014[/editline]
[QUOTE=rampageturke 2;46653641]one thing that concerns me with this generation method is, can i damage the environment and make it stay that way? or if I leave and come back will that area be regenerated like it was my first time there[/QUOTE]
the only way i can see this working is if they generate a specific hash or string every time something happens to the environment.
[QUOTE=Gamerman12;46653706]It doesn't make a lot of sense to me.
Why destroy and recreate stuff rapidly, including the things that will be the same when you come back, i.e. the environment? I know it's to create actually limitless worlds, but that seems very un-optimal and will put a lot of unnecessary pressure on the CPU and RAM when you could just drop it into storage? Maybe something to do with the PS4's limits, idk.[/QUOTE]
You do understand that they are literally going for a whole universe, right? You couldn't possibly store that much data.
[QUOTE=Gamerman12;46653706]It doesn't make a lot of sense to me.
Why destroy and recreate stuff rapidly, including the things that will be the same when you come back, i.e. the environment? I know it's to create actually limitless worlds, but that seems very un-optimal and will put a lot of unnecessary pressure on the CPU and RAM when you could just drop it into storage? Maybe something to do with the PS4's limits, idk.[/QUOTE]
It's due to limitations in storage generally, and it'd also take them YEARS to generate everything so that it could be stored. It's an absurd idea to think of pre-generating this enormous amount of data.
Go play around with Space Engine, and you'll understand what insane amounts of content we're talking about.
Whats up with the horrible drawdistance though :(
There is a new trailer out for those that want to see it.
[video=youtube;nmwG6Sj1Yfg]http://www.youtube.com/watch?v=nmwG6Sj1Yfg[/video]
I really feel he hit the nail on the head with regards to discussing larger development teams -- such as with Assassin's Creed -- being restrained in terms of gameplay due to all the art being produced by other employees.
[QUOTE=PieClock;46654053]You do understand that they are literally going for a whole universe, right? You couldn't possibly store that much data.[/QUOTE]
as I understood it, they're only simulating a single galaxy.
The end part nearly made me tear up.
He too nice dammnit.
I hope they make it, this game sounds like a huge deal. It's almost unbelievable what they promise.
[QUOTE=ChristopherB;46648930]I wish the interviewer had asked whether or not hand-made content can be integrated into the game. The way he described the procedural generation made it sound infeasible.[/QUOTE]
Um. The ships? The animals?
The point-generation function is inspired. Really, really genius. I presume they're layering created assets on top of it, ie ships, plants etc. So the algorithm works out the placement points, orientation etc, then models are placed over the top.
[QUOTE=Pr0fane;46654975]Whats up with the horrible drawdistance though :([/QUOTE]
They said about it in the video, it's because it's being generated on the fly and the engine can only keep up with so much. It's the same as in minecraft when you go off in a new direction and you can only see a few chunks of terrain in front of you until the game generates what's coming next.
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