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MattScott

Dev Update for July 2020

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Wow, my mind flooded with dopamine and serotonin when I saw that armor rendered in. I appreciate the continued effort on Fallen Earth, for the first time in years I feel like I might actually see something done with this title. Keep up the work Little Orbit and you will not lose our support!

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This is a great update! I love these in-depth technical updates, partially because I just like them and partially because they reconfirm my suspicion that this game as originally built is weirder than anyone really knows. There's a preservation and digital archaeology angle to this where you're reverse-engineering how the game is built that I think is rally valuable. Hopefully it also shows people the kind of difficulties that come up during this kind of process so they adjust their expectations about how quickly this is going to come together. 

 

Looking forward to more updates coming up, and for things to pick up a little more momentum in the fall. 

 

@MattScott, one of the things I'm noticing here is that the texture you shared is pretty rudimentary. I feel like many of the textures in FE are that way, some end up looking pretty OK once they've got all the maps applied but in general the original art itself is a little... I dunno, amateurish? Is there any plan to remaster or remake the art assets so they're a little slicker and hold up better to 2020's expectations about what game assets should look like?

Edited by Julian Bull
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7 hours ago, Julian Bull said:

 I feel like many of the textures in FE are that way, some end up looking pretty OK once they've got all the maps applied but in general the original art itself is a little... I dunno, amateurish? Is there any plan to remaster or remake the art assets so they're a little slicker and hold up better to 2020's expectations about what game assets should look like?

Sorry, I just had to comment because this stirred up an old memory. I remember when I first got into the game, I ended up getting really invested in Bloodsports entirely because of how beaten and bloody the earn-able PVP gear looked. But when I joined, the popular color to dye your gear was Pure Black. People back then told me it was to make it more difficult to be seen in PVP, but it also made me remember the art styles across some of the old gear was inconsistent. I wont say I was the first person who did it, but it was fun seeing the shock from people when I ran into PVP in a bright yellow duster and cowboy hat on the plainest clothing I could find. I had people tell me I was the 'trigger' that started people wearing more colorful outfits in general, because everyone had been so entrenched in Mad Max fandom that it all had to be either black or brown and what was this horrible eyesore charging into their territory. XD

I was one of the worst PVPers in Fallen Earth, and tons of people thought I was Pro "because only pros wear bright colors to lure in noobs".

I miss you guys.

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On 7/26/2020 at 3:33 PM, cowhorseman said:

Just curious to ask. but will there be a chance of going back to the old armor system in this engine. Were its one per each arm hand leg for gloves thigh upper/lower forearms and shoulders. I only ask becuase it seems you can work more freely in unity and what ever else this is i can do any sort of coding or modeling

Halcyon days 🙂

ynTOEDA.jpg

 

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On 8/1/2020 at 2:03 PM, Julian Bull said:

This is a great update! I love these in-depth technical updates, partially because I just like them and partially because they reconfirm my suspicion that this game as originally built is weirder than anyone really knows. There's a preservation and digital archaeology angle to this where you're reverse-engineering how the game is built that I think is rally valuable. Hopefully it also shows people the kind of difficulties that come up during this kind of process so they adjust their expectations about how quickly this is going to come together. 

 

Looking forward to more updates coming up, and for things to pick up a little more momentum in the fall. 

 

@MattScott, one of the things I'm noticing here is that the texture you shared is pretty rudimentary. I feel like many of the textures in FE are that way, some end up looking pretty OK once they've got all the maps applied but in general the original art itself is a little... I dunno, amateurish? Is there any plan to remaster or remake the art assets so they're a little slicker and hold up better to 2020's expectations about what game assets should look like?

I could answer with "anything is possible", but not all things are feasible.

 

It's much easier to resurface environment materials. A good artist can use Substance or any number of tools to generate unique, but more high fidelity versions of concrete, dirt, or brick.

However, it's a much more difficult task to entirely recreate the textures for characters, clothing, and critters. 

 

Right now, we've taken the direction to pretty much up-rez, convert to PBR, but leave the original textures intact. You're right that a lot of them are hand drawn in a very crude sort of way. I think it's better for now to have a solid base across everything up and running before we jump in and start creating replacement textures. 

On 8/2/2020 at 4:44 AM, Lukasocz said:

Halcyon days 🙂

ynTOEDA.jpg

 

I found some of this floating around in the code. It looks intriguing, but I want to stick with what was there at the end before trying anything "new" (or going back to something that was discarded).

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3 hours ago, MattScott said:

I could answer with "anything is possible", but not all things are feasible.

 

It's much easier to resurface environment materials. A good artist can use Substance or any number of tools to generate unique, but more high fidelity versions of concrete, dirt, or brick.

However, it's a much more difficult task to entirely recreate the textures for characters, clothing, and critters. 

 

Right now, we've taken the direction to pretty much up-rez, convert to PBR, but leave the original textures intact. You're right that a lot of them are hand drawn in a very crude sort of way. I think it's better for now to have a solid base across everything up and running before we jump in and start creating replacement textures. 

I found some of this floating around in the code. It looks intriguing, but I want to stick with what was there at the end before trying anything "new" (or going back to something that was discarded).

Looks promising, Like the direction being taken here "nostalgic textures" I gobble that all up

then of course we can talk about adding more "create/refine recipes" something I was concerned about many many many years ago.

 

@MattScott Any idea what will become of the "hazmat" group In F.E. , Disbanded? recruit more people (talking about the future of course) or a new program entirely?

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Looking forward to playing this game again, with the added ability to recommend it to my friends. The controls were too clunky, the quests too boring, and overall it was a poor experience for lots of people, with the more enthusiastic people being rather toxic.

 

I'm hoping with all the hard work you guys are putting in, that this pretty awesome game can get the respect it deserves, because it was a pretty good game that just needed a lot of polish.

 

Hopefully my GM application is approved for this and APB as well, as I intend to enforce a less toxic environment which will encourage people to stay as well.

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13 hours ago, MattScott said:

I could answer with "anything is possible", but not all things are feasible.

 

It's much easier to resurface environment materials. A good artist can use Substance or any number of tools to generate unique, but more high fidelity versions of concrete, dirt, or brick.

However, it's a much more difficult task to entirely recreate the textures for characters, clothing, and critters. 

 

Right now, we've taken the direction to pretty much up-rez, convert to PBR, but leave the original textures intact. You're right that a lot of them are hand drawn in a very crude sort of way. I think it's better for now to have a solid base across everything up and running before we jump in and start creating replacement textures. 

I found some of this floating around in the code. It looks intriguing, but I want to stick with what was there at the end before trying anything "new" (or going back to something that was discarded).

So that means if we the players vote for this after release there COULD be a chance. becuase i think this system is cool + rpers can make more of there players

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6 hours ago, Phrozen said:

Looking forward to playing this game again, with the added ability to recommend it to my friends. The controls were too clunky, the quests too boring, and overall it was a poor experience for lots of people, with the more enthusiastic people being rather toxic.

 

I'm hoping with all the hard work you guys are putting in, that this pretty awesome game can get the respect it deserves, because it was a pretty good game that just needed a lot of polish.

 

Hopefully my GM application is approved for this and APB as well, as I intend to enforce a less toxic environment which will encourage people to stay as well.

"the more enthusiastic people being rather toxic' ?..... i found most all of the enthusiastic players being helpful ,trying to keep players.

Edited by cyasoon
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it will be a great joy to re-enter the game that you have played for so many years! Thanks so much for the encouraging update.

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3 hours ago, cyasoon said:

"the more enthusiastic people being rather toxic' ?..... i found most all of the enthusiastic players being helpful ,trying to keep players.

Well yeah, there's that; but I had an experience where I was trying to help a player, and gave advice that wasn't considered "in the meta" and I got flak for it. Some of the players are toxic, and there's not many in the control group. Either way, whenever I'm in a higher position in a community I try to make it welcoming for everybody.

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