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I'm surprised you guys spent so much time on the minutiae of certain words and sound effects when the trailer as a whole is simply not put together very well, mostly because there's not a lot to show and what's to show is at a too early stage.
The UE4 vid looks more like a tech demo
I was mostly concerned that I didn't recognize any of the locations shown in the demo. It doesn't even look like they're trying to update the original textures anymore.
snip
The team on Unity went to the trouble of even simulating the pixelated look of textures...
and a lovable mutant named Marty
https://www.youtube.com/watch?v=IPcFU6kXeZ4New trailer video. My only gripe is that the game still is not very cyberpunk at all really. But it is early days.
Hey everyone, sorry about the delay in answering questions. Been busy nonstop at GDC and it's not over yet. Going to answer all of the questions I can around Monday after my brain recovers I wanted to post here first to you guys about some of the biggest concerns I've been told about Keep in mind, my brain is running on empty... So, the engine change and visual change are unrelated. Things would pretty much look the same in either engine, but the big difference is performance The visuals are still a work in progress and know that I'm listening. What you see in the video is a rough style we are experimenting with to push crisper visuals Art direction was a lower priority for the engine change since we wanted to be sure the technology could do what we needed first Now that we have the pipelines set for getting art into the engine, we'll be iterating on the style and mood The other thing I heard was people were worried that the gameplay was becoming stripped down due to the simple combat shown in the video. Gameplay wasn't a priority for assessing the engine since, again, everything we've researched indicates Unreal can offer the same (if not better) foundation for the gameplay systems We're only 20% through our vertical slice, and there's still a lot to do. The next steps are getting interesting creature and environment behaviors, while also iterating on the hacking puzzles, cyberspace, weapons, and items This is a big game, so we're trying to tackle these components in order, starting with a solid tech foundation and an effective the process for getting art into the game. For now, we chose to bring art in we could finish quickly so we can get the other departments (like design) testing their stuff in engine. More elaborate and iconic art is coming, but remember, for this early stage of v slice, it's about establishing a solid foundation to build upon. That's it! If someone can cross-post this on the forums and direct folks to my explanation, that would be a big help. I'm kind of surprised I haven't passed out yet :p Oh, another thing worth mentioning is that the UE4 video represents 1.5 months of direct content creation, whereas the unity demo had about 6 months That was another reason for the switch, content took too long to get into unity. Not exactly the fault of unity, but as you can see, it's easier for us to create content in unreal