Those "sim" aspects like having you take care of your bike is what worries me most about this game.
Nothing really too worry about all that much they said they design it for players to mindful; of it not annoyed.Also you can upgrade the bike to use less fuel and take less damage as well.Those "sim" aspects like having you take care of your bike is what worries me most about this game.
Simply having management elements doesn't make something a sim. I imagine most wouldn't consider the resource management in Resident Evil 2 as sim aspectsThose "sim" aspects like having you take care of your bike is what worries me most about this game.
This is one of the major selling points of the game. There are multiple human factions, multiple types of freakers and even different regular animals like wolves and deer. They will all roam the world looking for food, water and shelter and many will fight with each other and such.
Nope, many shoot for grindy.
Yeah they all fight each other its a free for all they all dont give a damn about the other lolThat's exactly what I was hoping for. I'll definitely follow some random humans to see how they meet their end.
People really dislike RDR2's gameplay that much? Man i've only played RDR1 but damn...is it so bad?
Did you see one of the previous threads about Days Gone (I think it's the one called 21 things you didn't know or something like that)??? If not, then you should check it out.Do they mention anything about the unpredictability of the world?
I'm hoping the open world is unscripted. I'd love to see all sorts of funny scenarios between zombies, animals, and human npcs.
That's the stuff I want. Loved it in RDR2Those "sim" aspects like having you take care of your bike is what worries me most about this game.
Oh so "just being fun" is a plus now? 2 months ago "just being fun" wasnt enough for Crackdown 3.
Came to say something similar. This claim about fun doesn't really square with how they've promoted the game so far. The reliance on the bike and the potential for emergent danger at any point suggests a more stressful kind of engagement to me. Maybe deaths just don't matter at all so even when things go horribly wrong it's still fun?"If you lose your bike, you're going to be screwed" doesn't sound like a fun-above-all-else design choice. I always presumed they were meant to be pushing survival elements.
Being fun/accessible/enjoyable to play (RE 2, Last of Us, Dead Space) isn't the same as evoking a fun atmosphere (Hokokum, Pikmin, Mario Odyssey, etc). The devs have said they want the game to be anxiety-inducingCame to say something similar. This claim about fun doesn't really square with how they've promoted the game so far. The reliance on the bike and the potential for emergent danger at any point suggests a more stressful kind of engagement to me. Maybe deaths just don't matter at all so even when things go horribly wrong it's still fun?
Crackdown 3 wasn't actually fun.Oh so "just being fun" is a plus now? 2 months ago "just being fun" wasnt enough for Crackdown 3.
Oh so "just being fun" is a plus now? 2 months ago "just being fun" wasnt enough for Crackdown 3.
Unless there's more about Days Gone in some other part of the video, that section is all about the AI and other behind-the-scenes stuff as well as some mechanics. So yeah, I have no idea how that video title correlates to what was discussed at all.Where in this video does it actually say "it's about fun over all"? I assumed this was messaging from Bend but is it just this guy's opinion or what?
I looked it up. Really hope it's as good as sounds. The cpu vs cpu interaction is something I really enjoy about games.Did you see one of the previous threads about Days Gone (I think it's the one called 21 things you didn't know or something like that)??? If not, then you should check it out.
This kind of systemic emergence is why I am looking forward to Days Gone, and why I think it will be bigger than people think.
I hope it is great!
Is this just another "It's fun!" half-hearted compliment? Where you don't have anything in particular you want to say because you're struggling to think of any unique positives so you just say it's "fun"? Like what we see in reviews for bad blockbusters like Justice League or bad games like Dead Rising 4?
It's such a weird comment too, since the devs don't seem to be making a game that's "just fun". They have a focus on survival mechanics, which can be fun, but that's usually not their primary point.
That's honestly how I hear it when i hear "its just fun". Or sometimes its used for a good game when someone can't articulate whats good about it.
It should be noted that the section where they talk about Days Gone is completely not about how the devs are aiming for fun above all and is all about the AI, how the AI works, and how other mechanics work. It's like whoever titled that video didn't even watch the videoIs this just another "It's fun!" half-hearted compliment? Where you don't have anything in particular you want to say because you're struggling to think of any unique positives so you just say it's "fun"? Like what we see in reviews for bad blockbusters like Justice League or bad games like Dead Rising 4?
It's such a weird comment too, since the devs don't seem to be making a game that's "just fun". They have a focus on survival mechanics, which can be fun, but that's usually not their primary point.
I guess it more of the fun they had because they talk about different topics on the game like the story and characters.It should be noted that the section where they talk about Days Gone is completely not about how the devs are aiming for fun above all and is all about the AI, how the AI works, and how other mechanics work. It's like whoever titled that video didn't even watch the video
It's just really weird to title the video like that since it's an implication of paraphrasing the intent of the devs, as we see in the threadIts so odd to me that Unreal 4 engine does not support 2 wheel vehicles.
I guess it more of the fun they had because they talk about different topics on the game like the story and characters.
True .It's just really weird to title the video like that since it's an implication of paraphrasing the intent of the devs, as we see in the thread
"I think that's the thing that makes Days Gone unique," says John Garvin, Days Gone's Creative Director. "It's the fact that [a horde]'s not just sitting at the old sawmill; they will go into those buildings and hibernate during the day, but then they'll come out at night and go down to the watering hole and they'll migrate around. All 40 hordes in the open world do that." Some of the hordes have formed in areas that have more closed-off ecosystems, like the mass grave in the PAX gameplay demo, meaning they don't need to travel as far for food or water before returning to shelter during the day, but others may wander all across a region before finding what they're looking for.
"Something we wanted to do with the infestations is actually affect your gameplay loop of traveling through the world," says Bend's Lead Open World Designer Eric Jensen. This manifests in Deacon having to plan out his fast-travel routes once he unlocks them. If an area is too overrun with infected, be it a horde or an infestation zone, he won't be able to fast-travel through that zone and must instead find another way, either at the cost of expediency or extra fuel for his motorcycle. "It's kind of a staple in open world games," Jensen remarks, "but, you know, we wanted to put the Days Gone spin on it."
"[The Hordes] are living in this world the way that you would expect an animal to live and behave and migrate," adds Jeff Ross, the project's Game Director. "It leads to really cool, emergent moments where the player forgets that they're there when [they're] chasing a bounty or [they're] hunting, and then [they] comes across a horde and then... it's on."
https://www.ign.com/articles/2019/04/08/days-gone-horde-making-of-btsAccording to Jeff, it's a series of minor tweaks to a small batch of baseline character models. "There are only eight unique models in the entire 500 creature horde," he confides, continuing, "We have eight meshes, and then we just play with their scale. So, they go from 0.9 to 1.1 [on our scaler]. It seems like a little, but that's a huge difference."
By varying those heights, even just by .3 degrees, they create a range of heights among the horde from 5'6" to 6'4". Those 10 inches create a lot of vertical difference when the group is motionless, and even more when they move. By changing a creature's height, they alter its gait, changing its movement speed. So a creature that gets assigned a value of 0.92 will move slower than one set to 1.04. Even if we were to just maintain three distinct heights - small, medium and large - when combined with the eight freaker meshes and 12 separate animation cycles, you get 864 possible combinations for a horde at any given moment. "They all look like they're related," Ross explains, "but they don't look like they're clones."
Thanks Ninja. I was looking for this.True .
This is pretty amazing.
https://www.ign.com/articles/2019/04/08/days-gone-horde-making-of-bts
Yeah its a really good read,the horde ai and function is much more complex then it looks.They really work hard on that.
Except you pour molasses on top of it and sling some quicksand in for good measure.
Yes
Yep,Easy,Normal, and Hard.