1. #6721
    Quote Originally Posted by Aquinan View Post
    So I only read the first few pages...what happened w/ the dude posting here from the team?
    He got kidnapped by his angry team members.

    What's the story so far? I've missed pages, a summary would be neat.

  2. #6722
    They talked a lot of shit, managed to hire one guy to make a demo island thing that was in no way ever going to become MMO-worthy, that guy quit, then they lost most of their fan interest while they hemmed and hawwed over what to do next, and now they're trying to make a survival-style RPG that will 'eventually' become the MMO of their toilet-paper-notes dreams, cos giving people shares in a future product as payment for their work will totally make that happen once they get it into a state to sell to people for money...

    That's glossing it over a LOT, but it more or less gets you up to speed with where ToA is now.

  3. #6723
    Quote Originally Posted by Aquinan View Post
    So I only read the first few pages...what happened w/ the dude posting here from the team?
    A number of them posted with conviction but stopped when they realized they got screwed over. However if they're as easily swayed as GM's community manager, they could switch sides yet again and blindly bloviate stupidity.

  4. #6724
    The Unstoppable Force Kelimbror's Avatar
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    Pig Simulator : MMO Edition
    Sabertusks are recognized throughout TerVarus, however, the furry variety known as the Wooly Sabertusk can only be found on the Lost Isles. Sabertusks are large porcine animals, weighing anywhere from 150 to 200 pounds. Sows (females) are usually smaller than boars (males). They have three sets of protruding tusks, the longest of which can reach almost a foot in adult boars and is the inspiration for their name. They have long snouts that allow them to root around in the ground for bugs and vegetable matter. Small eyes sit high on their heads, allowing them to detect movement, though their sense of smell is much stronger than their vision.

    In addition to the stiff mane that runs down the back of all Sabertusks, the Wooly Sabertusk has a coat of thick, wiry fur. This fur is long enough to be spun into a strong thread for weaving or sewing. Along with their impressive tusks, they also possess sharp hooves and a powerful bite, making them one of the few animals capable of fending off the attacks of a Terrorbird. Sabertusks themselves are opportunistic eaters, consuming a variety of plants, fruits, and carrion. Though they do not actively hunt, they will aggressively attack anything they feel might pose a risk to themselves or their family group. They can be particularly quick on the sprint, but do not have the stamina to maintain a pace faster than a trot.
    11/10, would pig again.
    BAD WOLF

  5. #6725
    Deleted
    By Lord Brax:


    This might be a good time to discuss our process when creating creatures/animals.

    Varl loves to create flora and fauna, and I don't like to hold him back. Instead, what we decided to do a long time ago, is he would just design. Anything he could think of, he would jot down. He would do this (and still does) knowing not everything he designs will make it (or ever make it) into production. But we will always have a list of flora and fauna available to us to pull from when those times come and that is a very nice thing to have!

    As for these four creatures; they are the bare minimum we want to have at launch. Each represents a challenge we have to overcome in the production pipelines that we can apply to others like it down the road. For example, animating a snake isn't as straight forward as it may sound, especially if you're used to dealing with bipedal characters. Where is the root bone since it doesn't have hips? How does it move on its new root bone? How are we going to deal with it climbing steep angles (angle it to match the terrain slope but what costs are associated with that?), etc.

    Personally, I would like us to have a good 20 or more fauna at launch, but, as always, we want to focus on the systems and make them as solid as possible so adding more assets later become much easier and we can do it quickly.

    And because I was in Unity inspecting some tree stuffs about 10 seconds before posting this ....
    They have trouble animating a damn snake? Maybe they should've sticked to ants and walking sticks first.

    Goodluck with the adult dragons btw.

  6. #6726
    High Overlord hadry's Avatar
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    Releasing a MMO with 4 mobs... WOW
    Also instead of doing the core mechanics of the game, they r just writting shit about creatures and animating a poor make snake.. priorities.

  7. #6727
    Holy shit 4 mobs? XD hahahahaah

    I've not been keeping up with the thread for a while but damn thats funny.

  8. #6728
    4 mobs....

    that bullshit he spewed about animating the snake is classic "i don't know what I'm doing but i will try say something fancy like root bones to sound like I know what I'm doing"
    {◕ ◡ ◕}

  9. #6729
    The Unstoppable Force Kelimbror's Avatar
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    Quote Originally Posted by Crableg View Post
    4 mobs....

    that bullshit he spewed about animating the snake is classic "i don't know what I'm doing but i will try say something fancy like root bones to sound like I know what I'm doing"
    The worst part is all of us with even rudimentary knowledge of models and animation, you know...only learned b/c we play these games, read that stuff and it shows how incompetent this whole thing is. They find a lot of fancy sounding words to tell us they don't know what they are doing.

    It's like people you catch in a lie trying to tell you all about it. "Haha, yeah...I totally know about that. You put the technical thing in that other technical thing...and then stuff happens. You know? I don't want to confuse you with all this jargon, but I'm trying to just put it out there. But trust me...I know what I'm doing".
    BAD WOLF

  10. #6730
    The Insane unholytestament's Avatar
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    So are there still people throwing their money at this and defending it as if it were gospel being passed down from on high?

  11. #6731
    Deleted
    No matter how many times I see this thread it makes me smile.

  12. #6732
    Deleted
    Quote Originally Posted by unholytestament View Post
    So are there still people throwing their money at this and defending it as if it were gospel being passed down from on high?
    Right now, no. It's all being paid out of their own pockets!

    Just wait till it gets on Steam Greenlight, it'll become the best game ever.

  13. #6733
    The Unstoppable Force Kelimbror's Avatar
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    Quote Originally Posted by Marweinicus View Post
    Right now, no. It's all being paid out of their own pockets!

    Just wait till it gets on Steam Greenlight, it'll become the best game ever.
    I can't wait for people to 'play' the game in a public capacity. If they thought that this piddly little MMO-C thread was bad for their business, let's see those steam reviews and subsequent spotlight across gaming journalism that eats them alive.
    BAD WOLF

  14. #6734
    Deleted
    Quote Originally Posted by Marweinicus View Post
    Right now, no. It's all being paid out of their own pockets!

    Just wait till it gets on Steam Greenlight, it'll become the best game ever.
    Are they going for Steam Greenlight?

    Because if they are, holy shit the Jim Sterling video will be awesome.

  15. #6735
    Quote Originally Posted by Nakloh View Post
    Are they going for Steam Greenlight?

    Because if they are, holy shit the Jim Sterling video will be awesome.
    It's hard to say. If they have even an iota of sense, they'll try and distro it themselves and go back to the land of Spam-A-Lot drumming up interest in it, cos it'll get crucified anywhere they can't control the media spin. Their only hope(and it is a very, very tiny one)is to make enough money trying to sell it directly that they can create a better version that might not get laughed off the proverbial stage somewhere like Steam.

    Honestly, they stand about as much chance as I do replicating Mt. Rushmore using a toothpick as my only tool.

  16. #6736
    Quote Originally Posted by lawow74 View Post
    Honestly, they stand about as much chance as I do replicating Mt. Rushmore using a toothpick as my only tool.
    Hope you don't start 2 ks's for that!

  17. #6737
    Quote Originally Posted by dextersmith View Post
    Hope you don't start 2 ks's for that!
    Nah, I'm gonna ride the nostalgia train with a 10-year Anniversary Potato Salad Kickstarter.

  18. #6738
    The Unstoppable Force Kelimbror's Avatar
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    Quote Originally Posted by lawow74 View Post
    Nah, I'm gonna ride the nostalgia train with a 10-year Anniversary Potato Salad Kickstarter.
    Why 10 years? You can do an Unniversary Potato Salad KS right now! It's like an unbirthday, but more useful.
    BAD WOLF

  19. #6739
    Quote Originally Posted by Taojnhy View Post
    Great, another former UO player who's convinced that his game will be the best thing ever, even if it sounds a mess and...y'know...doesn't actually exist yet.

    Ultima Online was made in DirectX technologies (DirectShow, DirectSound, Direct2D, Direct3D).

    It is compiled using Visual C++ 2005,
    - EASTL ( http://gpl.ea.com/ ),
    - A custom version of PKZIP,
    - Uses TinyXML for XML parsing,
    - LibPNG, LibJPeg, LibGIF, LibBMP, LibRLE (Run-length encoded BMPs) for images,
    - Miles Design Sound System,
    - Lua interpreter
    and other internal EA stuff.


    The latest clients are still compiled in Visual C++ 2005.
    It's been more than 10 years since original UO was released.


    Some easter eggs:

    Some funny errors you might see in-game (latest UO client):


    NOTIFY ART DEPT!
    Chaos particles don't support other sceneGraphs yet!

    Notify Art Dept:
    Failed to set portrait for Bodoh

  20. #6740
    Quote Originally Posted by Bodoh View Post
    Ultima Online was made in DirectX technologies (DirectShow, DirectSound, Direct2D, Direct3D).

    It is compiled using Visual C++ 2005,
    - EASTL ( http://gpl.ea.com/ ),
    - A custom version of PKZIP,
    - Uses TinyXML for XML parsing,
    - LibPNG, LibJPeg, LibGIF, LibBMP, LibRLE (Run-length encoded BMPs) for images,
    - Miles Design Sound System,
    - Lua interpreter
    and other internal EA stuff.


    The latest clients are still compiled in Visual C++ 2005.
    It's been more than 10 years since original UO was released.


    Some easter eggs:

    Some funny errors you might see in-game (latest UO client):


    NOTIFY ART DEPT!
    Chaos particles don't support other sceneGraphs yet!

    Notify Art Dept:
    Failed to set portrait for Bodoh
    We are getting closer to 20 years for UO are we not? (I think it was 1997 my memory might be fuzzy!).

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