Why is it when your avatar is loaded into a level they are often placed just above the ground and then fall into place? I've noticed this in multiple games where sometimes you load just fast enough to see it happening. I assume it's to prevent clipping/getting stuck in geometry, but not sure.
I worked on photo mode before so I can tell :D
The basics are pretty straightforward, you pause the game and put in a different camera.
Problems come from unexpected things:
- How do you actually share the photos? Where do you store them?
- How do you prevent players from tampering with photos, as some may do so for malicious means?
- How does the photo mode work in multiplayer? You can't pause there and there can be various issues with that, like for example if you're driving in a car and you put photo mode on, suddenly the car keeps driving forward with you while the camera for photomode stays in place.
-- Related to that, do you cut the photomode in MP or make changes specific to it?
And then of course the scope issues - is there enough budget for different character poses, facial expressions, filters (those usually don't take a long time of course), basically everything that's in addition to the core feature set of 'enter a mode to take pictures in'
How hard is it to implement optionally bigger font sizes in an already released game? (Let's say it already has them, but in one - tiny - size. For the sake of simplicity, this example game also doesn't have text boxes, so you don't have to touch those.)
Playtime, monetization success, player churn. How much all that matters for early planning depends on the people at the top and their mandates.
Regarding DLCs, VERY rarely is a DLC something that was cut from the base game to be sold separately. That does happen, but it's an extreme case to get a project out of the door, usually.
DLCs are usually conceptualized in the middle of production as part of post-launch plan, so that active work on them could start once the main game goes Gold.
Do you have any thoughts on intrinsic and extrinsic motivation and how they relate to modern playerbase retention methods, such as battle passes?
You're right, I wrote that question in much less time than it deserved.Would you be able to be more specific? That is a very big question!
In general though, both are important and I wouldn't say one is better than the other and they cover different needs of different players, and sometimes the needs of players change over time as well, which is especially prominent for MP games where very often the intrinsic motivation of going through enjoyable gameplay gets eventually if not replaced, then greatly supported by extrinsic motivations.
Not a fan of battle passes though, on a personal level. Obviously understand why they work, but I just don't like on a personal level anything that puts time pressure onto people, not just to make a purchase but also to make sure you keep playing enough so that purchase would get full value.
Ah, this is a very good question! Honestly, misunderstanding of what a Game Engine is met very often, because it happens in the backend and people see the game itself so there's this opinion that 'game mechanics = engine', which wouldn't really be true.
An engine is a framework that hosts various features. A good way to look at it would be to look at it as a house, I guess? For example each house has a kitchen which serves a specific purpose, but how that kitchen looks will vary from house to house (i.e. game to game). And then there are pipes that lead water to the kitchen, that make the kitchen function.
So, let's say we have nothing. What do we need for a game? Ok we need to visualize things. That means an engine needs to have a render code that will visualize the 2D and 3D objects that we have. Now that is sort of a standard feature set that every game using this engine can do - it can show things on screen. Memory management, animation systems, sound systems, disk management, all these become part of the engine.
For example Assassin's Creed 1 didn't have a day-night cycle, it had static timeline. Dynamic day/night cycle and dynamic lighting wasn't part of the Anvil engine at that point. When Assassin's Creed II was developed, it added dynamic lighting which gives the possibility to do a day/night cycle - that became part of the engine. However it wasn't optimized yet so a lot of concessions had to be done for overall visuals. But then for Brotherhood the dynamic lighting system was optimized, so it wasn't as resource intensive. And now that dynamic lighting is part of the Anvil feature set - every game working on it can use it.
This is why it's an 'engine'. How that dynamic lighting system is used now it's up to the game - it might not be used for a day/night cycle at all, and if it's used for day/night an engine doesn't force you to make each day/night cycle the same in each game that uses it.
Now there's also tools. Editor and its features. Like Unity Editor, Unreal Editor, or a propriteary engine editor. Technically an editor is NOT an engine, neither is the toolset related to it - it's an interface that allows you to interact with the engine and do things for it.
So, to put it simply.... there's really no limits to what a Game Engine can do, it's up to developers to decide what they have the time/budget to add for it so it could do.
This is why Unity/Unreal and other licensable engines are so popular - they already have a huge set of features readily available which means that people working on those engines don't have to do those feature from scratch, i.e. let's say dynamic lighting.
But this doesn't mean that having proprietary engines is bad - some can be finetuned for certain purposes. For example Trials had its own engine built specifically for physics bike gameplay. And it was very good at it because every feature was built with the purpose of having 60fps physics-based gameplay. But then for Trials of the Blood Dragon there was a decision to add platforming sessions, and in Trials engine we didn't actually have a character controller or an animation system, in previous games character was just a physics object attached to the bike at various points (and when the character moved to shift weight they were just pushed as a physics object), so for Trials of the Blood Dragon we had to implement whole new systems in the engine for platforming sections to exist (and due to pretty short development time it didn't work out THAT great, lol, but I think the team did a great job at implementing things in a short period of time). Trials engine also didn't have any AI systems, all logic was hand-scripted in editor, but for enemies we needed AI so that had to be implemented, with decision trees and everything.
But if we'd spend more time on it, we would be able to transform the Trials engine into an engine supporting good platforming as well - because again, it's just that it didn't have all the features needed for that... but it could, in time.
Hope this clears things up!
TL:DR - Engine is a framework of features that can be reused from game to game.
Oh, and funny note! Some people think that some Ubisoft games reused certain mechanics like drones from game to game because it was easy to reuse them... but it's not, because let's say Watch Dogs and Rainbow Six Siege use different engines, so you can't just copy/paste drone mechanics from one to another, it has to be implemented separately.
For teams working on first-person shooters:
Why isn't bumper jumper the default scheme? It feels so weird to map jumps to a face button, since it means letting go of the right stick which you need for aiming.
yeah, I've worked on heaps of projects where a chunk of the Art and design team starts on DLC once the main game is content complete because theres months of testing and refinements before release and the majority of that relies on other disciplines.Just want to tell the OP that this is a great idea of a thread and its been the most interesting to read in quite some time.
The amount of times I have had to explain this to people blows my mind. Developing something after the game goes gold and be accused of cutting it from the game just to sell it separately is so extremely far from the truth for a majority of games.
In terms of cutting something from a game...its never fun, but its almost always either to meet a deadline or because it just wasn't working out.
Very cool thread.
If you could define game development in fases which fases would they be maybe with some explanation of those fases and for a typical AAA game how much percentage wise roughly would those fases be of the total development.
Now that's awesome because that's actually the exact creation I was thinking of haha. Didn't know it they eventually ended up working there to!I never expected to see someone make fully functional Minecraft in Trials. We hired that person as a level designer for Rising. :D
Devs know flaws of their games better than any player that is going to touch it.
The question is never "do devs not see it", but "how early the problems are caught and what you can do about it within the time or budget or team capacity".
Here is the thing: no game is good INSTANTLY. You can agree on some direction with a prototype that is quite good, but a prototype is still a prototype. Games act and look like shit when they start developing. It is normal. Systems and things are creates out of nothing, lol.
So the thing is, unless the direction itself has been red flagged, at the beginning problems are not an indicator of a bad product - they are just a natural part of development.
And then things start getting finished.... and that's when you start noticing problems. But at that point things are already in motion, you can't just easily change stuff, and besides the skill of a dev or a team there are so many other things that influence the final quality of a game.
But to answer your question, devs do know when they're releasing a bad game and it is a shitty feeling.
Thanks for the response.This is a good response I want to agree with. (I am a AAA dev also so I'm not talking out my ass)
No one knows how much of a stinker something is as much as the people who made it, but like he says, that realisation often comes late in development.
There is also the reality that sometimes the time and ability is just not there. There's a perception that if the team realise something is bad, the solution is 'ok then just make it good.' Problem is, if 'just make it good' was easy, there would be no bad games ever! Sometimes there's no time left, or no budget left, or simply no ability or understanding to do it, or the person who made some of those systems left two years ago and you don't want to rip it all out at this point.
Sometimes things just end up bad and you have to just accept reality.
Unfortunately gamers aren't very good at that last part lol.
A very minor question but I always wondered how developers test or decide on the size/type of fonts in the UI of games. My working assumption is that there's probably some set of established design standards about the ideal ratios relative to screen space. But I'd be curious to know if this actually changes very much during development and play-testing or if its just tweaked a little here and there.
A lot of games nowadays tend to provide more accessibility options in terms of being able to scale or modify the default values, but I find they tend to be more 'all or nothing' in terms of being global settings. As I get older it's getting a bit more frustrating when only a few individual elements of the HUD or menus are too small but I can't make them readable without blowing up everything else too.
I can kind of answer this, at least from my experiences as I am sure it may be done differently in other places. Typically, game text/fonts are decided on by a combination of the UI/UX/Localization teams. Usually those teams are all about readability, especially for localization. A lot of thought is put into it (like if the screen goes white how do you make the white text stand out? Even small things like that are thought about). Its especially important if you give the player the ability to choose their language of choice in terms of VO.
Now in terms of changing text size settings, its kind of a nightmare as it can affect UI and text "overflowing" off-screen. Even in games where you have auto line breaks it doesn't fix every instance or even look necessarily good. There is usually a balance that has to be struck within the allotted time, budget, and QA bandwidth to be able to account for.
Now its something development teams work hard at to give a variety of options if they can, but remember this is just one element that takes so much time to implement and test among a sea of other things that need to be implemented and tested.
Most of the time that's exactly what it is. That's why a lot of the time when you take an older PC or emulated console game and make it run at a resolution or aspect ratio it wasn't intended to run at, you'll see these overlay effects break and only cover part of the screen.How does "fading to black" look behind the scenes? Me and my friend were joking that it could be done by putting a big black transparent rectangle on top of the screen and then increasing the opacity of it
How easy is it to steer the design direction of a game once a project starts? (Things like movement speed, traversal elements, combat) I ask this, because I am curious if a game-changing title like Breath of the Wild came out, how quickly could you take influence from a game like that? Would that cause everything to break and take too much time?
You take the Sniper Elite 5 approach where the invader can go into photo mode and essentially drone around at max FOV to find the sniper with the exploit LOL- How does the photo mode work in multiplayer? You can't pause there and there can be various issues with that, like for example if you're driving in a car and you put photo mode on, suddenly the car keeps driving forward with you while the camera for photomode stays in place.
Why wouldn't we be?
If something leaks that is pre-alpha, then the whole internet thinks that represents the final product.
I get people wanting more transparency from game development, but y'all are too quick to judge EVERYTHING lol.
How labyrinthine is the process to fix small errors, like typos? Because some games, there will be a few pretty egregious ones that just never get fixed even after a year or more. Have you ever been blocked from fixing simple things by higher-ups?
An incredibly specific question. I've played games all my life and off the top of my head only 1 game has had this feature.
So in Kingdom Hearts Chain of Memories (Gameboy Advance). For whatever season if you save in say slot 4 > save later > it will default to slot 4 to save again.
It completely eliminates mashing the button and oversaving by accident. It's kinda incredible this design hasn't been mass adopted. Is there a specific reason in the GUI games can't auto point to which slot you loaded from/last saved?
Unity was what I used for most of my projects in college and I still find it to be my favorite for personal projects as well. It's very easy to get up and running with some basic functionality.For someone with 0 programming skills, but would like to fiddle around with some game developing engines, what do you as a professional recommend?
Also, this is for the staff of ERA. Please encourage more devs to do stuff like this here. It would be fucking amazing to make these regular events on the forums.
Absolutely amazing response. I'll still swear by bumper jumper for life, but I'll never again wonder why it isn't default. Thanks for taking the time to share the insight.Jumping is mostly a contextual action and there are often very few reasons to jump, especially when playing MP FPS games, as jumping is a disruptive character state that has negative attributes associated with it. Lower accuracy, higher bullet spread, slower aiming down sight, inability to do in-air movement (on most games), and similar.
The likelihood of jumping is far lower than many other more important actions a game may have, which is why those actions instead tend to be placed on the back buttons of a controller.
For Battlefield specifically: aiming, firing, throwing explosives, and communicating with squadmates.
We've recently seen games like Halo Infinite and Battlefield 2042, to name a few, crash and burn after going through a very tough development cycle.
What does it actually take as a team to convince those in power to delay a major release so a game can avoid these types of issues?
It just seems this continues to happen over and over again which ultimately hurts the staff that worked so hard on making these games a reality.
are you actively trying to brick the thread lol
I agree. I should clarify that when I say egregious, I mean things like large text on an in-game billboard or such. Not, say, a random sentence in a visual novel somewhere.While it shouldn't happen its much easier for typos or grammar errors to occur in text heavy games than people give credit for. When you're in the flow of reading, the brain tends to auto correct errors which can make typos invisible.
Testing is hard and I have the upmost of respect for testers, even when they miss stuff. They get a lot of flack and little recognition for the labourous work they do.
How do you guys go about not having the player break the game and being stuck to the point where they have to start the whole game over?
For example:
A survival horror game like Resident evil where items are scarce. What if I use up all my ammo, health, etc. Will this trigger the engine to drop more items or temporarily make the enemies weaker to balance things out until you gain a certain amount of items back?