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Project Offset

Ivan®

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15.12.2001
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http://www.projectoffset.com/astormiscoming/

Ovaj progress bar se puni tako sto ljudi sa unique IP adresa klikcu na sliku :) (refresh, naravno, ne pomaze). Sad mi treba da se primimo i da sirimo vest...ok, evo sirimo :)

'Ajd da vidimo sta ce da ispadne :)

A storm is comming ! :D
 
Poslednja izmena:
posle tolko godina hoce li biti nesto na kraju od offseta....
 
nova slika i novi progres bar samo ovaj put cini mi se malo duzi :)
 
sta je to, pustili zavrzlamu da vide koliko su ljudi jos nalozeni :p
 
mozda se do nove godine na tom linku i pojavi nesto zanimljivo :)
 
...da, ovi pre-renderovani in-game screenshotovi bas i nisu interasntni. Mozda su samo hteli da vide kako ce ljudi reagovati na osedlanog krokodila u sred nekog malog gradica bez trunke od bilo kakvog jezera :D Do duse, ime govori dovoljno - OFF-SET :D
 
Ocekivao sam 5 ingame HD trailera...nisu normalni :)
 
ha-ha. A mozda samo jedan in-gmae ss odradi posao ;) moze i jedan trailer, ne mora cak ni HD. Iskreno, ako cu jahati krokodila, igra me ne interesuje uopste makar imala i najbolju grafiku na svetu koju moze i 6600GT da tera...Ne volim da jasem krokodile pa to ti je... :wall:
 
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Najzad se stvari mrdnule sa lepih wallpapera i fensi rendera....
Leaked Trejler sa in-game akcijom.Paaaaa...nije lose :d Ljudi nesto i rade :)
A tvrde da je ovaj filmic star godinu dana i da trenutno izgleda jos bolje....
http://www.shacknews.com/onearticle.x/48211
 
Poslednja izmena:
Skroz sam zaboravio na ovu igru,...kad ce ovo vec jednom?!
 
Prema njima, igra je trebalo da izadje Q3 ove godine.Premalo ljudi radi na ovoj igri, sve deluje nekako volonterski...a nemaju jos ni izdavaca.
Pa, ako nastave ovim tempom, izaci ce otprilike onda kad budemo gajili zmajOve kao domace zivuljke :p ...
 
Deluje zanimljivo :)

Zelim im srecu, jer koliko mi se cini slabi su sa parama i ljudstvom. Ali su definitivno talentovani.
 
Gledam trejlere za ovo cudo jos od polovine 2005.
 
Ja sam digao ruke od toga jos 2005-e, ali eto mozda ipak bude nesto od toga :)
 
Jel ima nekih novosti o ovoj igri?
 
Ne znam zašto, ali sudeći po trailerima ovo strašno podseća na neky fantasy varijantu Assassin`s Creed-a.
 
Poslednja izmena:
Heh, evo prvog infoa u '09-oj godini...posle prilicne pauze...

http://www.projectoffset.com/news.php

Hello from Project Offset….1 year at Intel and going strong!

I am Mark Subotnick the Executive Producer of Project Offset; known as Bot to many…Botnick got shortened to Bot over the years. I am not a robot or AI, and very far from it….

I am sorry we have been out of touch and have not posted updates and content lately.

About 1 year ago Intel acquired Project Offset. This March is officially 1 year since the team moved up north from Southern CA to the Bay Area, and we began to work towards the move from prototype to a 1st playable and so-on. We have been showing you all a lot of about our tech over the years, and it is still moving forward and advancing very nicely. We will be updating very soon with videos and some more posts about our game.

The game has gone through changes and we will be updating you on what to expect, as soon as possible, and when to expect it. I know you all want to see gameplay and we will show it when it is ready. First impressions are very important.

It is important to note that all you have seen previously was from prototypes and tech demos made internally that we wanted to share or that leaked. We know you have been reading about us for quite some time, and we want you to know that we entered full production last year and have been making great progress. Most of our time has been spent building tools, an engine and editor that will allow us to make the game we have all been excited to play.

Leaks and sneak peeks at what the game might look like have gone out, but we hope to update you and show you where we are now at soon. Until then we plan on updating you with all we can. So please check back often and stay tuned.

We have gained some great people over the past year and lost some great people. We thank all who have been a part of Project Offset over the years as you helped us get to where we are today and for that we are forever grateful.

We will be updating the team page, and web site as a whole to make more current ….stay tuned…

The move up to the Bay Area and the adding of new people and elements, combined with being a part of Intel, has made the past year a “forming” year for the team and project. We eventually have become a solid core and team with a common objective and goal. The tech. engine and editor are making production life easier and easier and we continue to crank out killer content we can’t wait to share. We continue to iterate on game mechanics to deliver you not only a beautiful and immersive experience, but a fun one as well.

The team wishes we could show all to you and we will share all we can…when we can. We appreciate all of your support, passion and feedback.

Thanks again and stay tuned for more updates.

Your EP…Bot
 
Project Offset's Lead Designer je odustao - http://www.ai-blog.net/archives/000157.html

Zanimljiv clanak.
The Long Road to Mordor

I'm back for a while, and I have some news.

Earlier this month I resigned as Design Lead on the Project Offset team at Intel. I'm back in Texas now, and livin' it up.

For those of you who noticed my LinkedIn and Google chat status, yes, I really have decided to retire from the game industry. More about that in a future post.


On a completely unrelated note, I'd like to discuss game design a little bit, since it's a big part of what I've been doing since last August.




Game design is a lot like the One Ring of the Lord of the Rings trilogy.

In the heady early days of game development, the Ring seems small and harmless, and you can't be around it and not want to be involved with it.

Everyone wants to have their voice heard, and everyone wants to contribute to the design. Everyone is full of ideas, and a lot of them are necessary to finish the game -- many of the best ideas come from artists and engineers. Designers can't do it alone.

On the face of it, that's a positive instinct. Brainstorming builds teamwork!

Good ideas can come from anywhere.

Everyone should be involved in creating the game.

Everyone should be able to make a contribution and have a sense of shared authorship.

And brainstorming is intoxicating! Submerged under the flood of new ideas, the hard edges of reality bend and shimmer, fade away, and fall back into the depths. Everything is fluid and all structure is lost. For a moment you are invisible. For a few precious seconds you become one with the Ring.

Why not let everybody contribute wherever they want? Won't that make our game better?

Games are made from ideas, so more ideas can only make the game better, right?

I just want to add this one feature.

And wouldn't it be cool if ...

And as brainstorming becomes routine, unrealistic ideas have to be brushed aside. Team members propose contradictory features, and you have to pick one or the other. Some ideas aren't technically feasible. Some ideas don't fit the vision of the game's design.

Inevitably, not every idea makes it into the game.

There is disappointment.

Disappointment turns into frustration.

Frustration grows into bitterness.

Anyone who holds the Ring for long can become a target of resentment.

Why did they pick that guy to be the Ring-bearer? What makes him so damned special? His ideas aren't any better than anyone else's!

Eventually words are spoken, daggers are drawn, and all hell breaks loose.

And there comes a point when you have to stop and realize:

This really isn't getting us any closer to Mordor.


All the design in the world doesn't matter if the game doesn't get into players' hands.

If you're not trying to get to Mordor, you're not really a Fellowship.

Brainstorming is a good way to light a creative spark, but it's not a good way to do game design.

Design is less about finding a hundred great ideas than finding ten good ideas that work together in a cohesive and harmonious whole, as a solid and focused player experience.

The ability to select the right ideas and do the work required to make them a reality is much more important than the ability to generate them.

Everyone has ideas. The best developers know which ideas to throw away and what to do with the ones they decide to keep.

Design is at least as much about what you leave out as what you put in.

Every feature is a Jenga brick, and your ability to create new ones matters a lot less than your ability to make the ones you have work together.

If nothing is locked down, you're not really in production. You're in preproduction and not admitting it to yourself. You're still in Rivendell arguing over what to do about the Ring.

Heaven help you on the day you discover what the Ring of Game Design is really about -- the terrible price that comes with it and the dark master it serves.

The Ring belongs to your customer, the guy who will be putting actual money on the table for your product.

The longer you wait to get rid of the Ring of Game Design, and the more promises you break along the way, the more you incur his wrath. He decides whether anything you create will succeed or fail.

At the end of the day, your power as a game developer doesn't really belong to you. It's only borrowed from the customer. He is funding your business model, and his decisions will determine whether your business model succeeds or fails. Sooner or later, he will make those decisions.

There is only one who can bend it to his will, and he does not share power.


I've worked on one or two failed projects in my career. I don't think I'll ever be able to forgive myself for those times I let down the customer.

If I disagree on something with my co-workers, I can deal with that. I'm not happy about it, but no matter what happens between me and my co-workers, it's just business. I'll go home that night and sleep like a baby.

But letting down your customer, and knowing you spent years of your life on something that will take people's money and not make them any happier for it ... that's something you don't get over so easily.

That's the kind of regret that can eat at you for years.

Never forget that the person who posts on the forums daily, who tells his friends about your game, who draws fan art, who wants to spend $49 of his hard-earned money on your game ... is also sending his Ringwraiths after you.

Never forget who really owns the Ring of Game Design, and who watches you from over the mountains of Mordor.

Every day, you make countless decisions that affect him. Someday, he will make a big decision that affects you.
 
Bah...pravljenje igara je ozbiljan i zahtevan pos'o...otkrio covek bure tople vode.
 
Ovo bi trebalo da bude "show-off" naslov za Larrabee, right ?
 
Jedino sto "podrzava" tu glasinu je podatak da je Intel kupio "project offset".I prema nekoj logici, za sta im je ovo potrebno, ljudi povezase sa Larabeejem.
I onda se procita ovo sto je Starac okacio.Smejurija.I da se zapita covek - sta je to zapravo Intel kupio:D ?

A u medjuvremenu, sve one napredne stvari koje su prikazali u onom CGI filmicu, i kasnije u "leaked" trtmrt filmicima imamo vec vise od godinu dana.Neke stvari su i prevazidjene.A na ovome su radili vec X godina, na "standardni nacin" tj, sa grafickim karticama na umu, DX i sl...pa onda dodje Intel - pa navodno "ide za Larabee" - ne znam koliko je to uopste jednostavan prelaz, ali ja tipujem na "jovo nanovo":p (kao sto rece onaj lik sa njihovog sajta- krenusmo da pravimo engine i editor, lol).
 
Poslednja izmena:
Bah...pravljenje igara je ozbiljan i zahtevan pos'o...otkrio covek bure tople vode.

Covjek samo potvrdjuje vec opste poznatu cinjenicu da se drugi pitaju, a najmanje developeri.

Jedino sto "podrzava" tu glasinu je podatak da je Intel kupio "project offset".I prema nekoj logici, za sta im je ovo potrebno, ljudi povezase sa Larabeejem.
I onda se procita ovo sto je Starac okacio.Smejurija.I da se zapita covek - sta je to zapravo Intel kupio ?

Kakvu glasinu?
 
Poslednja izmena:
Pa glasinu da ce Offset biti vezan za Larabee.

Starac je napisao(la):
Covjek samo potvrdjuje vec opste poznatu cinjenicu da se drugi pitaju, a najmanje developeri.

Meni ovo lici na onu drugu opste poznatu cinjenicu - "krenusmo s prevelikim zalogajem pa se udavih" ...iz onog njegovog monologa jasno se vidi da su poceli da prave nesto sto u samom startu nije imalo zavrsen koncept, i da se menjalo u hodu.To tako ne ide, pa ni za igre tipa Travijan a kamoli EPIC FANTASY ACTION RPG sa "nevidjenom" grafikom.
 
Poslednja izmena:
Pa glasinu da ce Offset biti vezan za Larabee.



Meni ovo lici na onu drugu opste poznatu cinjenicu - "krenusmo s prevelikim zalogajem pa se udavih" ...iz onog njegovog monologa jasno se vidi da su poceli da prave nesto sto u samom startu nije imalo zavrsen koncept, i da se menjalo u hodu.To tako ne ide, pa ni za igre tipa Travijan a kamoli EPIC FANTASY ACTION RPG sa "nevidjenom" grafikom.

Pa takva grafika ce za par godina biti nesto normalno. Jos iza te igre stoji mocni Intel, sto je financijski gledano pozitivna stvar. Jos samo da nije wannabe Larabee.
 
@Gx-x:
Ja to nisam cuo...bar ne zvanicno, od samih developera...jedino na sta nailazim jesu diskusije na forumima, itd.
Ne kazem da to nece biti tako na kraju, ali mi to zvuci pomalo kao naucna fantastika (RTRT)- pogotovo sto se radi o Larabeeju cije su performanse nista narocito ako se dobro secam onih grafikona...mozda za pet-sest godina lol...
Mozda ce biti vezan za Larabee, ali kao klasicna "rasterizovana" igra...meh...dok neko iz Intela ne kaze sta ce od svega toga biti, nista im ne verujem:p

@Starac:

Kakva grafika?Ono sto su napravili je vreme vec pregazilo...pa i onaj CGI (tj. sve ono sto su pominjali u njemu vec imamo realtime).
 
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