Rapture
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- 10.08.2008
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doug lombardi is gone. high level people in other departments are also gone. jesus.
Posle svih ovih otpuštanja pitanje je da li steambox uopšte ide u pravcu u kome su zamislili, a isto važi i za nove naslove. Uljuljkali su se previše u steam-ovoj slavi, da ne lickaju TF2 i da nisi doneli facelift CS-u, sem L4D (a i taj ip im je već mator tačno pola decenije) nisu ništa uradili još od HL2, osim što su kupili tim da im odradi Dotu 2....
"EA has gone on the record to say its core game franchises need to sell upwards of five million copies to remain viable."
VrhČuo sam da jos moras da instaliras i neki Origin kao ekvivalent Steam-u....
EA odustao od Dead Space serijala i raspustio razvojni tim, kao osnovni razlog izneli su ovo:
Update #1: EA has issued a statement to press outlets concerning this rumor.
"While we have not announced sales for Dead Space 3, we are proud of the game and the franchise remains an important IP to EA," said an EA spokesperson.
Interestingly, it does not confirm or squash the rumor outright, instead choosing to play it say with clever wording. Read into this however you like.
Update #2: I was reached out to personally by EA representative Jino Talens, who called the rumors "patently false" and "baseless." So there you have it. Dead Space is still very much alive and kicking at EA.
Games tools provider Geomerics has updated its illumination and lighting tech to support PS4.
A video demonstration, posted below, showcases how the real-time lighting tech would work in an interactive environment.
"We are delighted to be working on PlayStation 4. The hardware is everything we were hoping for in a next generation console, and a huge step forward from the current generation," said Geomerics founder Chris Doran.
"Real-time global illumination was a big deal for games running on the current generation of hardware, but it required developers to make some compromises. With PlayStation 4, those days are behind us," he added.
(LOL)"I've met virtually no one...who I think is close to as good a game designer as I am."
"And every designer that I work with...I think, frankly, is lazy."
So how does a good game designer work? Garriott went on, explaining the design process which started back with that high school writing assignment. Using a “four-dimensional spreadsheet,” Garriott says he records every character, location, and item in a game and blends them into the whole.
“OK, here’s some magic items, have I distributed them around enough?” Garriott asked himself, miming his process. “How do they migrate across the story? What is the journey of that item through the game?”
“I think it’s this discipline of how I break down storytelling—not just the story, but each region, each thread, each object, and I kind of do them all simultaneously. I kind of have a four-dimensional spreadsheet in this sense, even before there were ‘spreadsheets,’ that’s how I broke them down in the beginning.
The tech demo is running at 180 frames per second on a Geforce GTX 680.
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