Jak 2

That is great news. Like this, I'm sure all developers can profit a bit from one another... :D

Marconelly!, it probably went down on page 2, but I was wondering if you have played the demo of Jak II. If yes, what's it like, what can you tell us about the graphics, gameplay and perhaps how the game has evolved since the first part? Since it's hitting of in a more like GTA/Ratchet & Clank direction, how does it compare and how would you describe the similarities? Is it good or disappointing?

This game is getting me soooooooo excited.. I'm just dying for more information! :D
 
Marconelly!, it probably went down on page 2, but I was wondering if you have played the demo of Jak II. If yes, what's it like, what can you tell us about the graphics, gameplay and perhaps how the game has evolved since the first part? Since it's hitting of in a more like GTA/Ratchet & Clank direction, how does it compare and how would you describe the similarities? Is it good or disappointing?
Yeah, I've played the E3 givaway demo which was much more limited than the E3 demo on show display. Givaway demo consists of two levels - one escort mission and one where you are supposed to use hoverboard if you want to finish it (however, you are free to roam around if you want) Both missions are definitely much more difficult than anything in first J&D, hoeverboarding mission was even slightly frustratinlgy hard as it teleports you back at the beginning every time you die. Controles are tradiotional ND (read perfect, I
ve read those guys actually use some mathematical and perceptive formulas to calculate perfect character responsiveness, length of jumps, etc. :) Shooting has that satisfactory kick to it that it's hard to explain until you try it. Basically everything about controls feels like a second nature. First thing you'll notice is that image quality is MUCH improved over the R&C and even first J&D. It's basically as good as it gets nowadays, IMO. Texture quality is about the same as in J&D, but these new screens definitely show that they improved texturing quite a bit from the demo I've played. I didn't see much of GTA-like gameplay as the main city/hub was not present in the demo, but the levels you get to play give you general idea how the whole thing will look and feel (and it looks and feels MUCH better than any GTA game - seriously, GTA controls and visuals look like something been made by total amateurs compared to this) The only downside is that the music is just as bland as it was in firs J&D. Good thing is voice acting and sound effects are really good. Also, there was some small framerate stuttering at times, but the demo is obviously very early. I'd say it kept 60FPS 95% of time.
 
wow, best of thanks for sharing that. Damn, now I'm REALLY hyped up about this game!!! :LOL:

That the controls are spot on comes to no suprise after having played the first part which was a dream to play. Glad to hear that shooting is also a breeze aswell. Music doesn't really bother me, but then again, I am probably one of the few people who enjoyed the tunes from the first part aswell...

I'm also glad to hear that the difficulty level seems to be upped. I thought the first part was far too easy to really make it challenging (there were a few challenging bits, but mostly far to easy, but very enjoyable). I really hope the game will be a bit longer - ALTHOUGH, it did take me roughly 20 hours to complete the first part which I think is quite a bit for a platformer (I took my time a bit and often wandered aroud, fiddling around with the engine and enjoying controling Jak through the landscapes). I think if they manage to make it as long as Ratchet & Clank (I think it took me just over 30 hours to complete), then I think I'm really happy.

I'd also love them to build in some sort of expert level which you could unlock after playing through the game the first time. That would really add to replayability...
 
Shooting definitely feels much better than it did in R&C. There's slight amount of auto aim with normal gun, and when you use shotgun, you can see the nice visual distortion when you fire it, enemies bounce away when it hits them, Jak's body swings back a bit, the controller vibrates. You have to see it for yourself, shotgun is a total blast to use ;) Also you fire weapons with R1, so it gives even better feel that you are actually shooting.
 
thanks, sounds like heaps of fun. :D Now, the only thing that's left for me is... when's it coming out? I heard october, but somewhat doubt it as I was pretty sure it would be launched just in time for christmas as did the first part. Also, will the PAL version launch simultaneously?
 
I am not sure about the release dates, fall 2003 something. There is more good news: R&C2 shapes up nicely too, I was told the fun-factor is head-to-head with Jak2 :D
 
That's cool.. I'm getting R&C for sure too, although between the two, Jak II is just a bit higher on the priority list!

btw, damnit IGN only has direct feed videos for winmedia 9. :devilish: Does anyone have a few links to recent gameplay video movies, preferably from the demo?
 
ChryZ said:
And no, I am sure you will not interface in C++ with that engine, AFAIK it was written with a custom lisp compiler

Why would anyone write a modern game engine in such an old, obsolete language such as lisp?

I'm pretty sure that top-notch lisp 3d engine programmers are in pretty friggin short supply these days! ;)


*G*
 
Phil said:
That's cool.. I'm getting R&C for sure too, although between the two, Jak II is just a bit higher on the priority list!

btw, damnit IGN only has direct feed videos for winmedia 9. :devilish: Does anyone have a few links to recent gameplay video movies, preferably from the demo?

Hehe yeah those insider movies now on ign. I have found a trick how you can bypass the security for insidermovies. It has something to do with fiddling around with the url code so you can download them without an insider pass! I made a word doc in dutch (several people on my regular forum asked me) how to do it but I will translate it to English.


EDIT: Here is the translated word doc.

--> http://users.pandora.be/marius.merchiers/insidermoviestrick.doc


But here are the ign movies of Jak 2 already


http://ps2movies.ign.com/ps2/video/jak2_051303_1.mov
http://ps2movies.ign.com/ps2/video/jak2_051303_2.mov


http://ps2movies.ign.com/ps2/video/jak2_052703_1_free.mov
http://ps2movies.ign.com/ps2/video/jak2_052703_2_free.mov
http://ps2movies.ign.com/ps2/video/jak2_052703_3_free.mov
http://ps2movies.ign.com/ps2/video/jak2_052703_4_free.mov
http://ps2movies.ign.com/ps2/video/jak2_052703_5_free.mov
http://ps2movies.ign.com/ps2/video/jak2_052703_6_free.mov
http://ps2movies.ign.com/ps2/video/jak2_052703_7_free.mov
http://ps2movies.ign.com/ps2/video/jak2_052703_8_free.mov
http://ps2movies.ign.com/ps2/video/jak2_052703_9_free.mov
http://ps2movies.ign.com/ps2/video/jak2_052703_10_free.mov
http://ps2movies.ign.com/ps2/video/jak2_052703_11_free.mov
http://ps2movies.ign.com/ps2/video/jak2_052703_12_free.mov
http://ps2movies.ign.com/ps2/video/jak2_052703_13_free.mov
http://ps2movies.ign.com/ps2/video/jak2_052703_14_free.mov
http://ps2movies.ign.com/ps2/video/jak2_052703_15_free.mov
http://ps2movies.ign.com/ps2/video/jak2_052703_16_free.mov
 
Grall said:
ChryZ said:
And no, I am sure you will not interface in C++ with that engine, AFAIK it was written with a custom lisp compiler

Why would anyone write a modern game engine in such an old, obsolete language such as lisp?

I'm pretty sure that top-notch lisp 3d engine programmers are in pretty friggin short supply these days! ;)
Google's Usenet Cache: Newsgroup comp.lang.lisp

-------- Original Message --------
Subject: Lisp powers Jak & Daxter at Naughty Dog
Date: Sat, 08 Mar 2003 12:38:58 -0800
From: Craig Reynolds
To: the-usual-suspects

I had a surreal experience yesterday at the Game Developers Conference.
The director of a successful software company was complaining about how
hard it was to find good Lisp programmers.

Stephen White, of Naughty Dog, Inc. spoke on "The Technology of Jak &
Daxter". Naughty Dog (http://www.naughtydog.com/) is a game studio in
LA, known for its popular Crash Bandicoot series and now Jak & Daxter.

He also talked in glowing term of how the power of Lisp (well, Scheme,
well GOAL: Game Object Assembly Lisp) helped them create the complex
runtime code of a major commercial console game. The text of a few of
his slides is included below.

(In Crash Bandicoot, they used a game engine written in C which they
scripted in GOOL, an earlier Lisp-like language.)

I thought this would be of general interest to TUS, and perhaps even a
job opportunity for someone. Naughty Dog is hiring and they need Lisp
programmers. Can anyone suggest other Lisp-friendly communities I
could send this to?



What is GOAL?
* GOAL is our custom compiler based on Lisp (well, actually Scheme).
* Practically all of the run-time code (approximately half a million
lines of code) was written in GOAL.
* Only the IOP code and a small amount of kernel code was written in C.


GOAL Features
* Object-oriented language.
* Extremely simple syntax.
* Powerful macro capability,
far superior to C's preprocessor or C++'s templates.
* Listener
* Code can be executed live at a "listener".
* Code can be compiled, downloaded,
and linked without interrupting gameplay.
* Data structures can be inspected or modified live.
* Rapid tuning and debugging.
 
archie4oz said:
And built using AllegroCL... :p
Thanx for another piece of the jigsaw puzzle :)

http://www.franz.com/success/customer_apps/animation_graphics/naughtydog.lhtml said:
Naughty Dog Software
Raising the Paradigm of Video Gaming – Again…Thanks to Lisp and Allegro CL

In 1996, an Orange and Blue creature named Crash Bandicoot sent the video gaming community into a tornado-like spin. The animation, visual richness and action-packed fun of the game quickly propelled it to "the game to have" status on the then new Sony Playstation. Created by NaughtyDog Software using Lisp and Allegro CL, founder Andy Gavin and his team quickly followed up on their initial success with several Crash Sequels. To this day, the Crash franchise remains one of the most popular of all Sony Playstation games, and a quality standard that all other game developers try to match.

After four iterations of Crash and the release of the Sony Playstation II, Naughty Dog was ready to do something different. And they have with Jak and Daxter: the Precursor Legacy, creating a fully realized world where the gamer can effect change in an environment that is seamlessly connected together. Once again, NaughtyDog has raised the bar on game development – creating a game considered by many to be the most beautiful and brilliantly animated of anything available today.

NaughtyDog used Lisp and Allegro CL to create many of the tools they needed to design the fluid and precise moves that the characters in their games make, as well as the rich, textured and crisp graphics. The Naughty Dog team was able to develop over 500 different types of game objects, each with uniquely crafted and tuned gameplay and visual characteristics.

Naughty Dog co-founder Andy Gavin, says the unique capabilities of Lisp enabled fast development and execution of character and object control – something that was needed to fully realize the numerous 3D creatures and devices which interact with the player in real-time (60 frames per second).

"Lisp was just the best solution for this job," comments Gavin. "With leading edge game systems like ours, you have to deal with complicated behaviors and real-time action. Languages like C are very poor with temporal constructs. C is just very awkward for a project like this. Lisp, on the other hand, is ideal."

As Gavin explains, "With Lisp, one can rapidly develop meta constructs for behaviors and combine them in new ways. In addition, Lisp allows the redefinition of the language to easily add new constructs; particularly those needed to deal with time-based behaviors and layering of actions. Contrary to popular belief, there is nothing inherently slow about Lisp. It is easy to construct a simple dialect which is just as efficient as C, but retains the dynamic and consistent qualities that make Lisp a much more effective expression of one’s programming intentions."

Gavin used Allegro CL to create a programming language called "GOAL" (Game Oriented Assembly Lisp), which he designed specifically for the development of Naughty Dog’s games. Using this custom dialect whose compiler and development environment was written in Allegro CL, he and his team were able to produce hundreds of different game objects with sophisticated real-time behavior and animation, and more realistic graphics. "The behaviors are faster to develop, and more compact than an equivalent C program, allowing for rapid prototyping and experimentation." says Gavin.

Naughty Dog has been making computer and video games for over 15 years. Company founders Andy Gavin and Jason Rubin started writing video games as teenagers, and produced several titles for Electronic Arts while still in College.

Gavin learned Lisp in 1992 while working on his Ph.D. in Computer Science at MIT. While there, he and Rubin developed a fighting game entitled "Way of the Warrior." The high-quality graphics, sound and artificial intelligence of the game attracted several publishing offers – including one from Universal Interactive Studios (with whom they signed a three-project deal in 1994).

In 1994 the company relocated to Universal City California and began work on what was to become Crash Bandicoot. This project required that the team expand beyond the original two founders, growing to eight people during the first Crash Bandicoot game.

In March 1996, the Sony Corporation announced an agreement with Universal Interactive to publish and distribute the Crash games. Naughty Dog relocated again to Santa Monica California in 1998 and Sony later purchased the company in late 2000. Naughty Dog, is currently a wholly owned Subsidiary of Sony Computer Entertainment America.

Naughty Dog’s latest game, Jak and Daxter: the Precursor Legacy, exclusively for the Sony Playstation 2 was a hit game released in fall of 2001. The team is currently hard at work developing a new game for the Playstation 2. For more information about Naughty Dog, Inc., visit them at: www.naughtydog.com

"Naughty Dog", the Naughty Dog Logo, and the Naughty Dog character are registered trademarks of Naughty Dog, Inc. Naughty Dog, Inc. is a wholly owned subsidiary of Sony Computer Entertainment America, Inc. Jak & Daxter: The Precursor Legacy is a trademark of Sony Computer Entertainment America Inc. Created and developed by Naughty Dog, Inc. C 2001 Sony Computer Entertainment America Inc. Crash Bandicoot and related characters T & C 1999-2000 Universal Interactive Studios, Inc. Licensed by Universal Studios Licensing, Inc. All rights reserved. The Sony Computer Entertainment logo is a registered trademark of Sony Corporation. "Playstation" and the "PS" Family logo are registered trademarks of Sony Computer Entertainment Inc. The Crash Bandicoot series was developed for the Playstation game console. Jak & Daxter: The Precursor Legacy was developed for the Playstation 2 computer entertainment system.
 
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