Go Back   the Magicball Network > Forums > MBN Main Forums > General

Welcome to the Magicball Network.

You are currently viewing our site as a guest which gives you limited access to view most discussions and access our other features. By joining our free community you will have access to post topics, communicate privately with other members (PM), respond to polls, upload content and access many other special features. Registration is fast, simple and absolutely free so please, join our community today!

If you have any problems with the registration process or your account login, please contact contact us.

General The general chatting goes on in here. That means talk about the LBA games and its world.

Reply
 
Thread Tools
  #26  
Old 2023-05-19, 14:54
Reek's Avatar
Reek Reek is offline
Party animal
 
Join Date: Jul 2002
Location: israel
Posts: 9,079
Send a message via ICQ to Reek Send a message via MSN to Reek
Quote:
Originally Posted by SpaceGuitarist View Post
I'm not sure having specialists for every subdiscipline is really the answer. Before, in Adeline Software International, we had Didier Chanfray doing both things too, he was this crazy guy all about sketching things on paper all day, in a very similar way as Paulo is today. Yet the games turned out fine. Of course, we had Yaƫl as the lead artist who'd make the actual assets, too. Nevertheless, it seems this same small team approach isn't working this time.

Why?


you don't need a specialist for every sub-discipline, but at least 1 highly-skilled and highly-experienced 3D artist is a must when making a (3D) game. it's the bare minimum.

Edit: in fact, it's not even just about skill, some of the issues with the remaster come down purely to bad taste.
Such as the use of ugly, over saturated colors in some cases, or the combination of those wonky shaped bricks sticking out of the wall in a scene that's otherwise mostly straight lines.

The shade of green they chose for the wall just makes me think of some depressing, dilapidated hotel, like in barton fink. As for the wooden floor, they could've just downloaded a pre-made material they found online and it'd still look better than what they ended up going with.

I don't know why there aren't proper shadows, or no global illumination, everything looks so flat. I don't know how someone looked at twinsen's running animation and thought it's somehow acceptable. The whole thing is baffling.

Last edited by Reek; 2023-05-19 at 15:02.
Reply With Quote
  #27  
Old 2023-05-19, 15:32
SpaceGuitarist's Avatar
SpaceGuitarist SpaceGuitarist is offline
e l e c t r i f i e d
 
Join Date: Oct 2003
Location: Brazil
Posts: 8,460
Quote:
Originally Posted by Reek View Post
you don't need a specialist for every sub-discipline, but at least 1 highly-skilled and highly-experienced 3D artist is a must when making a (3D) game. it's the bare minimum.

Edit: in fact, it's not even just about skill, some of the issues with the remaster come down purely to bad taste.
Such as the use of ugly, over saturated colors in some cases, or the combination of those wonky shaped bricks sticking out of the wall in a scene that's otherwise mostly straight lines.

The shade of green they chose for the wall just makes me think of some depressing, dilapidated hotel, like in barton fink. As for the wooden floor, they could've just downloaded a pre-made material they found online and it'd still look better than what they ended up going with.

I don't know why there aren't proper shadows, or no global illumination, everything looks so flat. I don't know how someone looked at twinsen's running animation and thought it's somehow acceptable. The whole thing is baffling.
Solid points.
Reply With Quote
  #28  
Old 2023-05-19, 16:02
Quetch's Avatar
Quetch Quetch is offline
Twinsunian Quetch
 
Join Date: Dec 2005
Location: Citadel Island
Posts: 4,607
Send a message via MSN to Quetch Send a message via Yahoo to Quetch
I'd like to make 2 points here, which I think are very revealing:
  1. Look at the list of people SGK posted on the previous page. Look at their team sizes. They might not look too different, but the originals had 5x programmers, 5x Q&A guys and around 2x-3x guys for most other disciplines. Whereas [2.21] has an exact number of 1x guy per each domain. I don't even understand how they managed to get this far in such a short time, let alone give us a demo next month and the full game next year. Forget about crappy looks, it's impressive considering their current team. But of course, what I'm saying is that they should hire more people and put in more resources. After all, good things take some time...
  2. Ever thought about the fact that they might have bulk-converted and imported the old assets with some added touch-ups by using the increasingly popular AI approach? I know they did this for GTA: The Definitive Edition, which is one of the reasons why people ended up calling it GTA: The Defective Edition, along the endless swarm of bugs. They used AI to "batch-import-and-modernize" the old assets and it turned out to be a disaster. I say this because seeing those soldiers in the teaser really reminds me of the AI approach in GTA and several other games as well. That's how AI outputs things when it starts getting confused, it messes up, ending with some "wtf am I looking at?" areas next to good/ok areas, creating a mixed feeling of "wtf were they even thinking?". They were not, it was AI doing the work for them, in order to cut some corners in terms of time and effort What do you guys think? The more I look at the teaser, the more it feels like it was heavily relying on AI with some manual work slapped on top of that afterwards.
__________________
"Because we don't know when we will die, we get to think of life as an inexhaustible well, yet everything happens only a certain number of times, and a very small number, really. How many more times will you remember a certain afternoon of your childhood, some afternoon that's so deeply a part of your being that you can't even conceive of your life without it? Perhaps four or five times more, perhaps not even that. How many more times will you watch the full moon rise? Perhaps twenty. And yet it all seems limitless." --- Paul Bowles
Reply With Quote
  #29  
Old 2023-05-19, 16:17
SpaceGuitarist's Avatar
SpaceGuitarist SpaceGuitarist is offline
e l e c t r i f i e d
 
Join Date: Oct 2003
Location: Brazil
Posts: 8,460
Quote:
Originally Posted by Quetch View Post
I'd like to make 2 points here, which I think are very revealing:
  1. Look at the list of people SGK posted on the previous page. Look at their team sizes. They might not look too different, but the originals had 5x programmers, 5x Q&A guys and around 2x-3x guys for most other disciplines. Whereas [2.21] has an exact number of 1x guy per each domain. I don't even understand how they managed to get this far in such a short time, let alone give us a demo next month and the full game next year. Forget about crappy looks, it's impressive considering their current team. But of course, what I'm saying is that they should hire more people and put in more resources. After all, good things take some time...
  2. Ever thought about the fact that they might have bulk-converted and imported the old assets with some added touch-ups by using the increasingly popular AI approach? I know they did this for GTA: The Definitive Edition, which is one of the reasons why people ended up calling it GTA: The Defective Edition, along the endless swarm of bugs. They used AI to "batch-import-and-modernize" the old assets and it turned out to be a disaster. I say this because seeing those soldiers in the teaser really reminds me of the AI approach in GTA and several other games as well. That's how AI outputs things when it starts getting confused, it messes up, ending with some "wtf am I looking at?" areas next to good/ok areas, creating a mixed feeling of "wtf were they even thinking?". They were not, it was AI doing the work for them, in order to cut some corners in terms of time and effort What do you guys think? The more I look at the teaser, the more it feels like it was heavily relying on AI with some manual work slapped on top of that afterwards.
1. I did notice that too, and they do deserve appreciation for that. On the other hand, back then Adeline was an absolute pioneer in what they were doing, creating their engine from scratch, as well as their assets. Even their tools were built from scratch. Absolute heroes. Like, from zero to hero literally. While all 2.21 has to do is slap the ready Unreal engine with whole support from its massive community, and copy the work that's already been done into it. Modernity brought much ease and conveniences to game developing companies of today, compared to the prehistoric rough early days of the 90s.

2. Maybe to an extent. But I think the models were actually modelled. They did import all the animations from the originals, which is exactly why Twinsen looks retarded in TLBAR (well, not the only reason for it thou).
__________________
Quote:
" If you have no success with one type of behaviour, try another. " - LBA 2 Manual
The Single Most Important Post In The Magicball Network's History
"oh my beautiful darling, come here let the trash be and let us make poetry"
"In the depths of an apocalyptic tempest, with a fever that outclassed all others, he found his lover and pieced together the shattered fragments of society with her, weaving a tapestry of wisdom amidst the ravaged remains."
Reply With Quote
  #30  
Old 2023-05-19, 16:20
Battler's Avatar
Battler Battler is offline
Welcome to Zirla!
 
Join Date: Apr 2004
Location: Koper, Slovenia
Posts: 5,642
Send a message via ICQ to Battler Send a message via AIM to Battler Send a message via MSN to Battler Send a message via Yahoo to Battler
- SpaceGuitarist: And yet, they had LBA 1 done very quickly. The early previews are dated August 1994 and only had the Citadel inside and outside scenes and that rabbibunny's house. By mid October 1994, they basically had the game done.
__________________
Join me on the 86Box or LBA Discord servers!
Reply With Quote
  #31  
Old 2023-05-19, 16:22
SpaceGuitarist's Avatar
SpaceGuitarist SpaceGuitarist is offline
e l e c t r i f i e d
 
Join Date: Oct 2003
Location: Brazil
Posts: 8,460
Absolute legends.
Reply With Quote
  #32  
Old 2023-05-19, 19:16
elmuerte's Avatar
elmuerte elmuerte is offline
Master of Science & Magic
 
Join Date: Oct 2000
Location: Netherlands
Posts: 8,273
Quote:
Originally Posted by Battler View Post
- Polaris: Here in Europe, we tend to call them <Type> Director instea instead of Chief <Type> Officer, while what in the US they call the Board of Directors here is the Management Board (or literally, the Administrative Assembly). At this point, someone needs to make an American-European political and business parlance dictionary, the terminologies used are too different.
Hmmm... Maybe yes, maybe no, maybe both...

Job titles are quite a mess. But in the end, a CxO is the most highly placed person for X. What they do depends on company size, and even from company to company.

In small companies the CEO and CTO are often the founders, with the CTO being the tech person, and the CEO being the business person.
Reply With Quote
  #33  
Old 2023-05-19, 19:40
Neko's Avatar
Neko Neko is offline
Neko
 
Join Date: Oct 2000
Posts: 9,100
Quote:
Originally Posted by elmuerte View Post
Hmmm... Maybe yes, maybe no, maybe both...

Job titles are quite a mess. But in the end, a CxO is the most highly placed person for X. What they do depends on company size, and even from company to company.

In small companies the CEO and CTO are often the founders, with the CTO being the tech person, and the CEO being the business person.
Netherlands use ceo cto cdo cfo etc
__________________
Reply With Quote
  #34  
Old 2023-05-19, 19:56
Bot13's Avatar
Bot13 Bot13 is offline
Look beyond reality.
 
Join Date: Aug 2004
Location: Fortress Island.
Posts: 2,637
Quote:
Originally Posted by SpaceGuitarist View Post
I'm not sure having specialists for every subdiscipline is really the answer. Before, in Adeline Software International, we had Didier Chanfray doing both things too
That's what they would call a concept art generalist. I'm saying the answer is to hire more generalist talent, instead of the guy they hired as 'art director' based on character concept art alone.
__________________
Quote:
Originally Posted by ChaosFish View Post
Did you know? Over 30 million people lurk the MBN every day. We who actually post here are like celebrities to them.
Reply With Quote
  #35  
Old 2023-05-19, 20:01
Bot13's Avatar
Bot13 Bot13 is offline
Look beyond reality.
 
Join Date: Aug 2004
Location: Fortress Island.
Posts: 2,637
Quote:
Originally Posted by SpaceGuitarist View Post
So, for all you experts in the PC gaming biz, I ask:
What is missing? Who else do we need, what skills do we need and what's the best way to transpose Paulo's vision into reality?

He has obviously already proven his talent in envisioning the ideas themselves and putting them down onto concept art.
Now we need to take those neat sketches, and build it into an interactive 3D world. Lightwing pointed how the irregular quirky cartoon style doesn't match with the rigid straight lines of the levels, for instance. How to tackle such things?

Let's help 2.21
The link between art director and in-game visuals would be handled by hiring a lead artist, but they weren't interested in that.
__________________
Quote:
Originally Posted by ChaosFish View Post
Did you know? Over 30 million people lurk the MBN every day. We who actually post here are like celebrities to them.
Reply With Quote
  #36  
Old 2023-05-19, 21:45
elmuerte's Avatar
elmuerte elmuerte is offline
Master of Science & Magic
 
Join Date: Oct 2000
Location: Netherlands
Posts: 8,273
Quote:
Originally Posted by Neko View Post
Netherlands use ceo cto cdo cfo etc
CDO?! Chief Dumb Officer?
Reply With Quote
  #37  
Old 2023-05-19, 21:51
Battler's Avatar
Battler Battler is offline
Welcome to Zirla!
 
Join Date: Apr 2004
Location: Koper, Slovenia
Posts: 5,642
Send a message via ICQ to Battler Send a message via AIM to Battler Send a message via MSN to Battler Send a message via Yahoo to Battler
Chief Data Officer. Here we call that "Director for the data".
__________________
Join me on the 86Box or LBA Discord servers!
Reply With Quote
  #38  
Old 2023-05-19, 23:22
Neko's Avatar
Neko Neko is offline
Neko
 
Join Date: Oct 2000
Posts: 9,100
Quote:
Originally Posted by elmuerte View Post
CDO?! Chief Dumb Officer?
Didnt know that one?

CIO is also there
__________________
Reply With Quote
  #39  
Old 2023-05-20, 01:11
Battler's Avatar
Battler Battler is offline
Welcome to Zirla!
 
Join Date: Apr 2004
Location: Koper, Slovenia
Posts: 5,642
Send a message via ICQ to Battler Send a message via AIM to Battler Send a message via MSN to Battler Send a message via Yahoo to Battler
Yeah, here we call that "Director of the information service". And then there's CISO (Chief Infromation Security Officer) whom we call here there the "Director of information security".
__________________
Join me on the 86Box or LBA Discord servers!
Reply With Quote
Reply

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
Recap of Lost final episode -Lost spoilers- (WARNING: not an LBA fan fic!) ChaosFish Fan Fics 9 2010-05-25 21:52
Lost In Translation over this Russian article about LBA3 bunnyrabbot02 General 20 2005-04-30 09:00
'Lost in Translation' any opinions? Neko Off topic 5 2004-02-27 00:44
A New Direction the_angry_monkey Fan Art 10 2003-11-04 21:01


All times are GMT +2. The time now is 05:53.


News Feed
Powered by vBulletin®
Copyright ©2000 - 2023, Jelsoft Enterprises Ltd.
Copyright ©2000 - 2022, the Magicball Network