Sigil Developer Tracker
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The dev tracker is no longer actively scanning, however you may continue to browse the archives collected over the past several years here.
Please remember that these developer posts
are taken out of context, so beware of any silky venom being spewed forth.
Color Key:
Green - Sigil Games Online Employee
Pink - Sony Online Entertainment
Gray - Microsoft Game Studios Employee
Orange - Community Member
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Quote:
Originally Posted by Big W Powah! Well, College isn't for everybody. Plenty of ability to make money with out it. Honestly, I could've gotten plenty of cash (making 31k a year at 19 without an undergrad degree even, in fact, even went and bought myself a brand new '08 WRX last night for fucking cheap payments. I win at the haggle, but enough dick swinging) without going the college route.
I highly suggest college for ANYBODY who enjoys learning even a little bit. I personally love to learn, its a passion of mine, and just being in a class room soaking up knowledge is reward in and of itself. The degree that I'll get opening doors for me is juist a bonus, honestly. I also makes you feel good about yourself to do good in college.
Basically, what I'm saying is, when deciding rather or not to go to college, don't just look at the numbers. Theres a LOT more to the experience than how much you'll make when you graduate. | Your blog is terrible and you're not the slightest bit funny. You also write like a third grader.
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Find all posts by Teclisen.
Find all posts in "I need a job.".
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Dexter |
F I R E S O F H E A V E N
Nov 26, 2007 - 06:34 AM - by
Teclisen
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Anyone check out V is for Vagina yet? It's Maynard's (Tool/APC) solo stuff.
I like a good majority of the tracks. Some of it sounds like a better NIN and some is straight APC. Definitely different sounding than tool; way more synthetic. The tracks from the Underworld soundtrack are probably the best.
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Find all posts in "Puscifer".
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Let's face it: vampire movies tend to suck. Regardless, I usually see/rent as many as I can, especially direct-to-video flicks nobody has ever heard of.
With that said, this is one of the better vampire movies ever made. The look and feel is awesome. The cinematography captured the feel of the graphic novel (you can tell which shots are straight from the comic) without going over the top. It felt very gritty and realistic despite being cheesy horror.
The pacing was a bit off at times but it makes for a great survival horror film. Aside from the ending being very anti-climactic as mentioned above, the movie is very good all around.
The actors they got to play the vampires actually looked like they could be vampires without make up. Hartnett had a lot of decent scenes involving axes, people's heads, and axes inside people's heads. And 6 year old vampire girls are always a nice touch. Lastly, it has a few truly memorable scenes. The top-down helicopter shot of the city getting totally decimated by vampires while citizens with shotguns run wild was definitely badass.
7/10
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Find all posts in "30 Days of Night".
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Quote:
Originally Posted by Komido The demo reeks of mediocrity and it also seems to borrow a lot from other FPS. I love how despite having the ability to manipulate time you can't alter scripted events. Its like they didn't think it through at all. Didn't this turd get scrapped then re-developed at one point? | Really? I really enjoyed the demo. I'm a sucker for any time manipulation type stuff (loved prince of persia) Several times I one of those tiny "wow that's pretty cool" moments. For me, that's usually a good sign.
I'm also pretty anxious to see what they do in multi-player, supposedly there's some type of sphere of influence that dictates when someone is caught inside a time warp ability, making all that stuff fully usable in multi-player.
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Find all posts in "360 - Timeshift".
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Quote:
Originally Posted by tad10 We're ships passing in the night. I admit to not using MMO middleware but I would assume that it has class and combat functionality. I'm not saying import game-level class code into the MMO middleware -- I'm saying recreate it using the middleware tools. Who cares if a monk can FD w/n Unreal or w/n HeroEngine. To the user there isn't a difference in functionality.
In any event, apparently the problem isn't Unreal but what Sigil has done to the engine. I had never played Lineage 2 -- so I assumed all Unreal Engine MMOs were as hitchy and slow as VG. Mea culpa (well Sigil culpa too). | Er, I'm not even sure what you're getting at Tad. Class and combat functionality? "Coding" FD is pretty much irrelevant of the engine you're going to use, at that level it doesn't really matter.
As I see it, what you pay for with the unreal engine is mostly graphics technology, the most refined ways of rendering shaders, doing lightning. Level streaming/support. Back end databases (which no single player game obviously needs) and game play code are all done from scratch regardless. The bottom line is you're not going to find a more sophisticated engine capable of doing graphics out there. If you want to compete at the top end level of graphics, you either A) need years and years with a huge beginning coding staff of experienced graphics programmers or B) an engine to start with. If you're purchasing an engine to literally use the content creation tools then it really means you don't have the resources to make a triple A title anyway. Any large team purchasing something like i'm going to wager is pretty much changing/adding a shitload of stuff onto it from that side.
Ultimately, the same mistakes would have been made regardless of what engine was chosen, and if the game engine had been done from scratch, early milestones never would have been met and it likely would have never shipped. The end product results from two factors: lack of design tools and poor performance, neither of which can really be pinned on the engine.
An understanding of tool design early on from the design team, as well as an appreciation from the managers in getting tool support screwed the game in that respect. At this point the tools are fairly decent, minus a scripting language, which is only the result of the above talked about poor design team decisions.
The performance issue is more a result of outrageous demands from a leadership standpoint. A seamless world, miles and miles of vision, etc. are really what screw the game. Id imagine rushed construction of the UI, and everything else for that matter simply add on top of an already shaky and unstable graphics foundation that barely resembles how unreal 2 comes out of the box.
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Find all posts in "Vanguard Server Consolidation".
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