That's the problem I did not back Sui Generis on kickstarter.com at all and I am going to purchase Sui Generis when it's 100% fully released for sale out of alpha and beta stages.You could get a physical boxed copy of the game during the kickstarter campaign (dubbed the collector's edition). I don't know what BM's feelings are regarding continuing the sale of physical copies/items, as you can only pledge for a digital tier now. If you're interested in a physical copy, why don't you contact one of the devs (or start a thread) asking whether physical tiers can be put back on sale?
What do you guys render your stuff for Sui Generis in? I know you guys use OpenGL for the API. Wonderful to hear that Sui Generis' fire and smoke has collision.Not belittling UE4 in general here but that video is kind of ridiculous. It does look really good, don't get me wrong, but they're not doing anything technically new (3D textures have been around forever), they're just using a very labour intensive and performance inefficient method to create a single static explosion that would only be useful in a cinematic sequence (see how bad it looked from the side?). They ran the simulation in max, they rendered it in max, and it can only be viewed from one angle. There's no apparent reason to use particles at all, let alone physics or any other dynamic element. They authored one specific explosion for one specific location, the collisions were pre-computed in max. Even the guy in the video didn't seem convinced there was any in game technology involved...
The real bottleneck with (actually dynamic) particle systems is fill rate. Our particle effects (like the smoke/fire) do feature collisions, we just have to use them sparingly as we're already starved for pixel fill.
We're not opposed to the idea of releasing a retail version of the game, we're just aware that this is a game that's going to be in ongoing development for a long time. A boxed copy in any reasonable timeframe would essentially only be a snapshot of it at the time. That said, we will definitely consider it once it's out on digital platforms. Any and all versions will be 100% DRM free.
I realise this suggestion probably counts as DRM, but, to get around the 'boxed copy will just be a snapshot without updates' problem...We're not opposed to the idea of releasing a retail version of the game, we're just aware that this is a game that's going to be in ongoing development for a long time. A boxed copy in any reasonable timeframe would essentially only be a snapshot of it at the time. That said, we will definitely consider it once it's out on digital platforms. Any and all versions will be 100% DRM free.
You wouldn't need a code to be allowed to download updates/patches. It was but a few years ago when we had to download all the patches manuallyI realise this suggestion probably counts as DRM, but, to get around the 'boxed copy will just be a snapshot without updates' problem...
Perhaps have each boxed copy have both a disc and some sort of unique code or something that one could input into a website or launcher or whatever to allow a customer to search for and download any free updates that have occured since before the retail disk was released? Or just give the retail disc the ability to do this anyway, without a code.
I don't know much about stuff like this, though, so if I'm wrong, then disregard this, as I am evidently a bit of a numpty.
Well, disregard what I said, then, I AM indeed a complete numpty. ¯(°_o)/¯You wouldn't need a code to be allowed to download updates/patches. It was but a few years ago when we had to download all the patches manually
I would suggest reading the "About" section on the Bare Mettle page. It explains much of what you're asking.I have more questions again.
Where is this "About" section? I cannot find it. I do not have access to the Insider Forum it's only for kickstarter.com backers and pledgers which I did not do because I will be purchasing Sui Generis when it's fully released for sale out of alpha, closed, and open beta stages. I will be purchasing Sui Generis from both gog.com and Steam if BareMettle Entertainment releases Sui Generis on both of those digital distribution retailer service stores.I would suggest reading the "About" section on the Bare Mettle page. It explains much of what you're asking.
1. Stamina regens when in a restful state, health damage does not.
2. This hasn't been answered yet.
3. The devs have been generally against having this but haven't totally ruled out this possibility.
4. This is answered in the "About" section.
5. Yes, there will be more than one dialogue option. The devs haven't given specifics on how the dialogue will work though.
I was about to link you to the "About" section on their homepage but I'm assuming you found it? It does contain a lot of good informationUnbelievable. I have been on these forums since 2012 and i only now saw the About section at the top.
LOL .
OpenGL has always been low level. That presentation just describes a technique to reduce driver overhead by manually condensing draw calls which 1. isn't really feasible for a large open world with streaming content and 2. aren't even a bottleneck anyway, except presumably in DirectX, hence the "10-15x faster" claims which by the way only refers to the driver overhead not the overall rendering performance.Whenever BareMettle Entertainment gets more money ill they add support for this new OpenGL that was revealed today at GDC 2014 by AMD, Intel, and Nvidia?
http://www.neogaf.com/forum/showthread.php?t=788336
http://blogs.nvidia.com/blog/2014/03/20/opengl-gdc2014/
It is like Mantle a low-level access API. This is a huge benefit for PC gamers. Imagine now finally being able to have more than 500 NPC's in one location.
I mean Mantle can have over 10,000 units for strategy video games and running at 60FPS because Mantle does over 100,000 drawcalls.
It is every PC gamers dreams to have tons of things happening at once on PC versions of video games.
I think AMD developed Mantle to get Microsoft to update DirectX and Intel and Nvidia to work on improving OpenGL.OpenGL has always been low level. That presentation just describes a technique to reduce driver overhead by manually condensing draw calls which 1. isn't really feasible for a large open world with streaming content and 2. aren't even a bottleneck anyway, except presumably in DirectX, hence the "10-15x faster" claims which by the way only refers to the driver overhead not the overall rendering performance.
Oh well, at least it's nice to see OpenGL on the right side of the propaganda machine for a change!
As for Mantle, I still find it hard to believe it even exists, it's the stupidest idea ever. An AMD proprietary API, reaaally AMD? Seriously? How about improving your half baked support for the industry standard cross platform API instead? It's funny in fact that they boast of faster draw calls, it being one of the many things their cards suck at in OpenGL compared to Nvidia for no apparent reason other than poor drivers. 9x faster in Mantle? Wow! Gee! Cool! Does that make it about as fast as, say, by any chance, an Nvidia in OpenGL?!
"Ambient lighting" is a form of global illumination, an extremely crude one often used in games and real time 3D graphics. Generally it refers to a constant level or one that increases in proximity of lights without any regard for the environment. Many games today use constant ambient with Ambient Occlusion, usually SSAO. I don't like SSAO because of the floating outlines it produces wich gives graphics quite a surreal look imo. Extremely common in games that attempt more realistic lighting is precomputed environment lighting which can look very good but is obviously almost entirely static and can significantly limit the size of environments and generally make authoring them a pain in the arse.I actually have two questions:
- Is the lighting global illumination or is their ambient lighting?
Not entirely sure I know what you mean but making the game world 100% deterministic would be quite difficult and anyway completely pointless given how dynamic everything is. Either way, no. We actually plan to randomise a fair bit so that each play through is significantly different. That aside, a bit of RNG here and there is not a bad thing, it seems to have adopted negative connotations in gaming but if used in the right context with good algorithms it can account for many subtleties that simply cannot be explicitly modelled. It can be used to make things behave more realistically, it doesn't imply substituting for player input.Is the world going to be deterministic? We know that there is some random selection in the strikes in combat, so ignoring that.