inherit
205
0
1
Oct 16, 2019 18:36:27 GMT -6
1,635
crocodile
1,088
Jun 27, 2015 16:51:30 GMT -6
June 2015
crocodile
|
Post by crocodile on Jun 17, 2016 19:20:37 GMT -6
A swath of articles came out recently talking about Bloodstained, its presence at E3 and the demo. Most of them don't really have much new of interest to share but this article was an exception. The 10% number mostly seems to pertain to what has been physically made (assets and such). Full production is supposedly underway - this is where assets are mass-produced. The actual planning/pre-production stage (where stuff like the enemies, maps, systems and bosses are thought up) is complete aside from any backer contributions of course. I figured some people would be curious about how things generally were going so I wanted to share. If Mana wants to (and is permitted to) elaborate on anything or correct any misunderstandings, that would be appreciated.
|
|
inherit
473
0
Sept 11, 2019 21:43:33 GMT -6
1,266
Goobsausage
1,369
Jul 30, 2015 13:50:49 GMT -6
July 2015
unclstv
|
Post by Goobsausage on Jun 17, 2016 20:01:25 GMT -6
That's neat to hear. Sounds like IGA has all the ideas he wants and Bloodstained's going full steam ahead.
What does the article mean with the phrase "assets are mass-produced"? I'm unfamiliar with what it means for game development.
|
|
Vampire
Loyal Familiar
[TI1]This world does not need another Hero.
Posts: 119
inherit
693
0
Jun 18, 2019 9:32:30 GMT -6
89
Vampire
[TI1]This world does not need another Hero.
119
Aug 21, 2015 20:29:09 GMT -6
August 2015
vampire
|
Post by Vampire on Jun 17, 2016 23:12:32 GMT -6
Hm so I was kind of correct in being worried that not much was done But I assume when he means mass producing assests it means objects and enemies for the games placement as well as backgrounds,things that are re-used multiple times For instance you saw objects used as footholds and stands during the behind the scenes trailer during one of the previous videos Once you mass produce and place those assests work begins on the smaller less used objects,bosses,items and such
|
|
inherit
186
0
Feb 13, 2018 0:13:51 GMT -6
5
neuroflare
12
Jun 24, 2015 3:32:56 GMT -6
June 2015
neuroflare
|
Post by neuroflare on Jun 18, 2016 4:23:45 GMT -6
9 months to model, animate, map... I'm skeptical but I'd paid into kickstarters that delivered a year late and some that delivered 1 month after funding goal was reached, not even the end of the campaign. Still content to wait and see where we get from here.
|
|
Kaius
Loyal Familiar
[TI2]My heart is blood, my blood is glass, my soul is frozen.
Posts: 235
inherit
309
0
Sept 10, 2016 6:55:13 GMT -6
170
Kaius
[TI2]My heart is blood, my blood is glass, my soul is frozen.
235
Jul 12, 2015 13:32:13 GMT -6
July 2015
kaius
|
Post by Kaius on Jun 19, 2016 9:19:34 GMT -6
Sounds really good and well, good luck on next guys !
|
|
JoJo
Most Bizarre Adventurer
Master Alchemist
[TI1] I'm Fabulous!!
Posts: 693
inherit
Most Bizarre Adventurer
3
0
Mar 3, 2020 19:00:29 GMT -6
342
JoJo
[TI1] I'm Fabulous!!
693
May 28, 2015 8:45:14 GMT -6
May 2015
maximusz09
|
Post by JoJo on Jun 19, 2016 9:51:33 GMT -6
So, if I'm reading the article right The team has actually finished all of the planning for the game, all they need to do, is to make the game That kinda make me both happy and nervous at the same Because this forum got a lot of plan to push to the team to consider whether to implement them into the game, if they have finished all of the planning. It will be very hard for the team to reconsider what will be in the game, and will it can cause the team to lose time.... (very low chance though)
|
|
inherit
7
0
Jun 28, 2019 21:35:13 GMT -6
1,291
CastleDan
1,514
May 28, 2015 9:50:13 GMT -6
May 2015
castledan
|
Post by CastleDan on Jun 19, 2016 10:17:13 GMT -6
Two things:
1. This is why they're doing staggered release. This game would take forever if they had to wait on ALL the content for being done.
2. Having said that, this is where things start happening quickly. They have it all planned out, they have the structure and the systems in place. Now it's all about producing everything they planned. Half the trouble is coming up with things, but now it's in full gear mode which is good. in these types of games it'll start speeding up a lot more.
|
|
Shax
Great Marquis of Hell
Loyal Familiar
Posts: 167
inherit
Great Marquis of Hell
1269
0
Jun 15, 2019 13:28:55 GMT -6
149
Shax
167
Apr 24, 2016 11:50:49 GMT -6
April 2016
shax
|
Post by Shax on Jun 19, 2016 13:57:12 GMT -6
10% done? I wish them luck then.
|
|
dareka
Dhampyr
Loyal Familiar
Posts: 345
inherit
Dhampyr
1332
0
Mar 8, 2023 13:21:18 GMT -6
724
dareka
345
Jun 17, 2016 16:09:16 GMT -6
June 2016
dareka
|
Post by dareka on Jun 20, 2016 14:16:49 GMT -6
That's neat to hear. Sounds like IGA has all the ideas he wants and Bloodstained's going full steam ahead. What does the article mean with the phrase "assets are mass-produced"? I'm unfamiliar with what it means for game development. "Assets" is a fancy name for the graphics and sounds needed for the game: character models, character animations, special visual effects, sound effects and BGM. A game typically goes trough three stages: 1. Planning/Prototype stage. A basic prototype with all of the key gameplay elements in the game. While things like enemy AI and attack patterns, equipment and parameters are still subject to change, the idea is that at least the level layout, the game flow, and the number and type of bosses and enemies is more or less finalized at this point. 2. Mass Production stage. Since the developers now know what the levels and the enemies are supposed to look like, the artists and sound composers start making them. At this point, they've "made" about 10% of the graphics, animations, visual effects, sound effects and BGM. IGA has a list (maybe an Excel spread sheet? I'm serious, btw ) where these are listed, and 10% of the items on his list have been checked off. That's what they're talking about in the article. That may not sound like much, but Mass Production goes really quickly because it's a lot of people working on different "assets" at the same time. So it's not like an artist will finish a boss and then go on to the next one: one artist works on one boss while another on another boss, etc. The lead artist, meanwhile, will supervise all of the work, and if there are not enough people in the company available (and this is very common nowadays - probably the norm), part of the asset production is outsourced. 3. Polishing/Debugging stage. Once all the assets are in, you play the game with everything in it to try and see if it's fun and/or easy for the player to understand, and you make changes accordingly. This is normally just playing with the different parameters in the game, but if the game's just not coming together, then bigger changes are made. Creating new assets, which is expensive, is kept to the bare minimum (usually just the UI); changes to the game engine are not necessarily expensive, but they are time consuming, so you also try to not go there, though it's not always possible. In theory, this should be just one stage, followed by pure debugging; in practice, debugging starts at this stage and ends shortly after the polishing is done. Then the game is mastered (known in the west as going gold) and sent off to our grubby little hands for us to enjoy.
|
|
Shax
Great Marquis of Hell
Loyal Familiar
Posts: 167
inherit
Great Marquis of Hell
1269
0
Jun 15, 2019 13:28:55 GMT -6
149
Shax
167
Apr 24, 2016 11:50:49 GMT -6
April 2016
shax
|
Post by Shax on Jun 20, 2016 14:27:47 GMT -6
That's neat to hear. Sounds like IGA has all the ideas he wants and Bloodstained's going full steam ahead. What does the article mean with the phrase "assets are mass-produced"? I'm unfamiliar with what it means for game development. "Assets" is a fancy name for the graphics and sounds needed for the game: character models, character animations, special visual effects, sound effects and BGM. A game typically goes trough three stages: 1. Planning/Prototype stage. A basic prototype with all of the key gameplay elements in the game. While things like enemy AI and attack patterns, equipment and parameters are still subject to change, the idea is that at least the level layout, the game flow, and the number and type of bosses and enemies is more or less finalized at this point. 2. Mass Production stage. Since the developers now know what the levels and the enemies are supposed to look like, the artists and sound composers start making them. At this point, they've "made" about 10% of the graphics, animations, visual effects, sound effects and BGM. IGA has a list (maybe an Excel spread sheet? I'm serious, btw ) where these are listed, and 10% of the items on his list have been checked off. That's what they're talking about in the article. That may not sound like much, but Mass Production goes really quickly because it's a lot of people working on different "assets" at the same time. So it's not like an artist will finish a boss and then go on to the next one: one artist works on one boss while another on another boss, etc. The lead artist, meanwhile, will supervise all of the work, and if there are not enough people in the company available (and this is very common nowadays - probably the norm), part of the asset production is outsourced. 3. Polishing/Debugging stage. Once all the assets are in, you play the game with everything in it to try and see if it's fun and/or easy for the player to understand, and you make changes accordingly. This is normally just playing with the different parameters in the game, but if the game's just not coming together, then bigger changes are made. Creating new assets, which is expensive, is kept to the bare minimum (usually just the UI); changes to the game engine are not necessarily expensive, but they are time consuming, so you also try to not go there, though it's not always possible. In theory, this should be just one stage, followed by pure debugging; in practice, debugging starts at this stage and ends shortly after the polishing is done. Then the game is mastered (known in the west as going gold) and sent off to our grubby little hands for us to enjoy. Wow, *claps* very informative and easy to read. That was a good explanation.
|
|
inherit
473
0
Sept 11, 2019 21:43:33 GMT -6
1,266
Goobsausage
1,369
Jul 30, 2015 13:50:49 GMT -6
July 2015
unclstv
|
Post by Goobsausage on Jun 21, 2016 0:22:57 GMT -6
That's neat to hear. Sounds like IGA has all the ideas he wants and Bloodstained's going full steam ahead. What does the article mean with the phrase "assets are mass-produced"? I'm unfamiliar with what it means for game development. "Assets" is a fancy name for the graphics and sounds needed for the game: character models, character animations, special visual effects, sound effects and BGM. A game typically goes trough three stages: 1. Planning/Prototype stage. A basic prototype with all of the key gameplay elements in the game. While things like enemy AI and attack patterns, equipment and parameters are still subject to change, the idea is that at least the level layout, the game flow, and the number and type of bosses and enemies is more or less finalized at this point. 2. Mass Production stage. Since the developers now know what the levels and the enemies are supposed to look like, the artists and sound composers start making them. At this point, they've "made" about 10% of the graphics, animations, visual effects, sound effects and BGM. IGA has a list (maybe an Excel spread sheet? I'm serious, btw ) where these are listed, and 10% of the items on his list have been checked off. That's what they're talking about in the article. That may not sound like much, but Mass Production goes really quickly because it's a lot of people working on different "assets" at the same time. So it's not like an artist will finish a boss and then go on to the next one: one artist works on one boss while another on another boss, etc. The lead artist, meanwhile, will supervise all of the work, and if there are not enough people in the company available (and this is very common nowadays - probably the norm), part of the asset production is outsourced. 3. Polishing/Debugging stage. Once all the assets are in, you play the game with everything in it to try and see if it's fun and/or easy for the player to understand, and you make changes accordingly. This is normally just playing with the different parameters in the game, but if the game's just not coming together, then bigger changes are made. Creating new assets, which is expensive, is kept to the bare minimum (usually just the UI); changes to the game engine are not necessarily expensive, but they are time consuming, so you also try to not go there, though it's not always possible. In theory, this should be just one stage, followed by pure debugging; in practice, debugging starts at this stage and ends shortly after the polishing is done. Then the game is mastered (known in the west as going gold) and sent off to our grubby little hands for us to enjoy. Thanks for the explanation! I knew what assets were, but thought the mass production stage involved already having all of them done, putting them in a media library, and using it to place every enemy/object or assigning backgrounds and tiles to certain areas in the game. I wonder what this means for backer and forum member suggestions, though.
|
|
dareka
Dhampyr
Loyal Familiar
Posts: 345
inherit
Dhampyr
1332
0
Mar 8, 2023 13:21:18 GMT -6
724
dareka
345
Jun 17, 2016 16:09:16 GMT -6
June 2016
dareka
|
Post by dareka on Jun 21, 2016 9:29:10 GMT -6
I wouldn't worry too much about it - it's not like the game can't be changed at all once it begins mass production. I'd go so far as to say all games change during this stage.
Things that can't be drastically changed are stuff like the visual look and feel, which is why IGA wanted our opinion about the shaders before this stage began.
|
|