Meh, i allways play at max difficulty avaliable in shooters..
Yeah, I got that vibe even from here.
Okay, back to your regular Uncharted track.
Meh, i allways play at max difficulty avaliable in shooters..
...
[Look into my pants]
...
Okay you win this round. I am not as good a gamer as I think I am.
Okay. I knew the button you meant, but I was sure on XB360 I used the shoulder button. It's been a while since I played a 360 shooter though and probably am just used to PS3 controls (R1 is generally the default shoot for PS2 and PS3) that I'm getting confused! (check of web shows this to be true)And shifty is at wrong here, because this is not the standart for X360 shooters, in fact, i haven't played one game one the 360 that didn't fire with the Right trigger.
As we’d done for previous Naughty Dog projects, we used multiple rendering engines at once, which we wrote specially to handle different parts of the game world. Two of the major systems rendered our geometry and a third did water, while other renderers took care of particles, decals, and the HUD. All of these were very heavily optimized for the PlayStation 3 hardware, using the console’s SPUs in some cases to supercharge the RSX graphics processor.
Our water shader not only uses the same basic reflection and refraction techniques as other games, but uniquely models water flow effectively. Color is computed not from textures but by using optical and physical principles, some based on water depth, which helps give our water a very realistic look. We did all of our water effects—foam, water bubbles from churn, and silt—in the shader, which also helped our water “sell.”
...we set our goals too high, and had to bring ourselves down to earth in order to be able to move forward. For example, we had wanted to use a system of interchangeable body and clothing parts for our enemies in order to get a huge apparent variety of enemies and reinforce the reality of the world. We wanted the player to have the feeling that each enemy character was unique.
The problem was that this held up our whole enemy implementation process. We couldn’t start finalizing the enemies until we finally realized we didn’t have time to create our parts system, and simply got on with making the enemies that are in the shipped game.
We kept tweaking the enemy designs as we developed the game, and stylized them a bit with some success. In the end we felt that we could have pushed their visual design even more, as some players still had trouble distinguishing between some of the different classes, and we’ll continue to explore this issue on our next project.
This is actually the presentation by Naughty Dog (GDC?) that was posted a long while ago.Codename “Big”. 3 yr project. 10 people on 12 month prepro. 70 people by the end, +5 contractors. 6 design, 18 programmers, approx 50 artists.
*SNIP*
The latest issue of Game Developer has an Uncharted post-mortem, here's a few interesting quotes:
As we’d done for previous Naughty Dog projects, we used multiple rendering engines at once, which we wrote specially to handle different parts of the game world. Two of the major systems rendered our geometry and a third did water, while other renderers took care of particles, decals, and the HUD. All of these were very heavily optimized for the PlayStation 3 hardware, using the console’s SPUs in some cases to supercharge the RSX graphics processor.
Our water shader not only uses the same basic reflection and refraction techniques as other games, but uniquely models water flow effectively. Color is computed not from textures but by using optical and physical principles, some based on water depth, which helps give our water a very realistic look. We did all of our water effects—foam, water bubbles from churn, and silt—in the shader, which also helped our water “sell.”
You forgot to highlight the most important part of that article.
supercharge
Just played the demo at my brother's place. Great graphics. Tight controls, minus the melee. Standard mediocre voice acting and story/cut scenes that I would skip, like 99% of games. Like Gears of War, I don't know if I would buy it full price. The sequels will probably be the real winners.
If only they could make another punisher game and use these cover and shooting mechanics, combined with the interrogations and quick kills of the original.
I'm sure my brother will pick it up eventually. He thought it was an alright demo, I think. He's not really big on graphics, so he wouldn't buy it just to see the other levels. For him, I think he thought the combat was pretty good and that's about all he took away from it.
I'm not sure what it was about the combat, but I didn't really feel a lot of intensity from it. It's challenging, but I just never had that satisfaction of feeling like I scraped my way out of a really tight spot. I'm not sure if it's a presentation issue, or what. I just didn't get that feeling.
I'm sure my brother will pick it up eventually. He thought it was an alright demo, I think. He's not really big on graphics, so he wouldn't buy it just to see the other levels. For him, I think he thought the combat was pretty good and that's about all he took away from it.
I'm not sure what it was about the combat, but I didn't really feel a lot of intensity from it. It's challenging, but I just never had that satisfaction of feeling like I scraped my way out of a really tight spot. I'm not sure if it's a presentation issue, or what. I just didn't get that feeling.
What game(s) did he buy if I may ask ?
betan, I thought the enemies miss their targets time to time ? e.g., The laser sighted mercenaries may if I run fast enough.
He bought:
Assassin's Creed (barely played it so far)
Ratchet and Clank <-- Super !
Oblivion (He's spent a lot of time on this one)
Orange Box
FIFA 08
betan said:I was talking about the regular underdogs.
I don't recall laser guys missing though, but they do take their time to target.
The rocket luncher like gun carrying guys do miss time to time I guess.
By the end of a fight Drake would be alive and well, after taking a dozen bullets!