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Post by CastleDan on Oct 9, 2016 22:54:33 GMT -6
Thanks for defending me guys and I know I'm not the only one that has these "invalid" concerns. I'll be sure to ask next time if my opinions or concerns are valid before posting.
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Post by Deleted on Oct 9, 2016 23:38:11 GMT -6
Proper arguments? You could try posting something helpful. And while you are at it, try reading the forum rules. You are supposed to be as constructive as possible on the forums. All I've been reading from your posts is destructive criticism. Your posts are only lashing out at castledan's ability to pose an argument. Maybe that wasn't your intent, but it feels like flaming (and border-line trolling). Feel free to report me. The function is in the little cog icon next to the "like", in case you didn't know. I think people are overcomplicating things, Pure Miriam just showed how previous IGAvanias had used this technology before and we still consider them good games, there is no reason to think Bloodstained is gonna be any different. In this modern day and age no game this big can be handcrafted 100%, hell I'l bet it was this way by the time the GBA came out. People need to understand that it's a huge drain on resourses and time that the team could be using for other more productive things. I'm almost positive this was the way IGA expected to create the game from day 1, why? because he has used it in every single IGAvania before and the proof is right here in this post. Yes IGA had hopes that Inti could learn an efficient way of doing it, sadly it seems that isn't the case but he is handling the situation appropiately by hiring people capable of using UE4 to it's fullest to ensure the castle doesn't end up like bland repetitive world and that it is finished on time. This.
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Pure Miriam
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Post by Pure Miriam on Oct 10, 2016 1:31:36 GMT -6
Back to the topic, talking about backgrounds now. Iga said that Procedural Generation are being used on backdrops / backgrounds. We also know that Procedural Generation was used on other Igavanias, but even so, most of them, as Iga himself said, was also handcrafted. Let's take a look at some backgrounds from some of Igavanias, as a comparison. SYMPHONY OF THE NIGHT BACKGROUNDS
For me, this is one of the best examples of what a beautiful background can look. This is a particularly small room, with nothing really important on it, besides some itens. Even so, they decided to overly detail it, by creating a 3d effect with stained glasses, an altar and all those impressive and beautifully crafted lightning. By far, for me, one of the best backgrounds of the whole game. One of the most interesting things for backgrounds on Igavania, for me, is their abiluty to make you imagine what would look to play on the other side of the screen. Take this, for instance. You can see huge windows, that open and close, with trees and castle walls, with a purple dark outside. There are Dracula's minions out there? What would be to play on that side, killing demons around the trees and walking closer to the castle walls? I even thought that, making the player plays on the background, could be a good idea for a Second Castle...who knows... HARMONY OF DISSONANCE BACKGROUNDS
This is more akin to what we were discussing before. Take a look, specially, at the spears on the back of that room down below. They are obviously displayed as if they were put there on a random way, but they aren't random at all. After each statue, the spears are all placed exactly on the same way. Wall cracks are also all on the same disposition. That is a good example of simply copy/paste environment without much human touch on it. This repetition can be find on all games, yes, but it is bad when you can spot that on a place that it LOOKS LIKE it had the intention to be random. ARIA OF SORROW BACKGROUNDS
I really love Inner Quarters. It's music is awesome and it's backgrounds are fine and detailed. Each piece of it has a different look, with even small details, like the curtains, the mirrors and all the windows, alongside that area on the stairs at the left, on the background, showing, again, one fot he thigns i like more: how the background area looks like, making me want to go there to play. ORDER OF ECCLESIA BACKGROUNDS
Ecclesia's Backgrounds are beautiful. They really look like a church and each particular room is well detailed and really well made. Those assets are awesome and it all combines perfectly with the whole scenario. It's a shame that not the whole game had this kind of detail. A WORD ABOUT BACKGROUNDS
I think backgrounds are really important o Igavania games. They show us how the place looks like, make us imagine how it would be to play on the other side, and make everything feels more alive and realistic, specially if there are things happening on the background or the background itself interacts with the area you are playing with. I have faith on IGA and his team, that they will be able to make high-quality backgrounds for the game. The first screens we saw are already proving that, on my opinion.
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Post by Yän on Oct 10, 2016 2:38:47 GMT -6
HARMONY OF DISSONANCE BACKGROUNDS
This is more akin to what we were discussing before. Take a look, specially, at the spears on the back of that room down below. They are obviously displayed as if they were put there on a random way, but they aren't random at all. After each statue, the spears are all placed exactly on the same way. Wall cracks are also all on the same disposition. That is a good example of simply copy/paste environment without much human touch on it. This repetition can be find on all games, yes, but it is bad when you can spot that on a place that it LOOKS LIKE it had the intention to be random. Actually, procedural generation could make this better. Imagine having a spear-placement-system instead of having a human copying the exact arrangement of the same spears several times. They could really look random and thus feel less repetitive thanks to procedural generation.
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Post by Mana on Oct 13, 2016 5:37:02 GMT -6
I'm going to give my two cents on what IGA meant by procedural generation. This isn't the same kind of procedural generation used in No Man's Sky or roguelike games but the latter that Pure Miriam mentioned - " generate backgrounds, scenarios and assets and, fix things here and there, saving it like that to fix the look." As simple as crafting a wall from a looping flat object is considered procedural. For Bloodstained, the level design and enemy placement will be strategically hand placed by the team, but the environment assets (portion of it) will be procedurally generated. Now that we're working with UE4, most of the work that were handcrafted can now be automated with similar output. Textures can be algorithmically generated with randomized shapes and sizes. This works well for Bloodstained because it's made in 3D. According to our technical artist, if we utilize this function, it will be very easy to adjust and change features for the backdrops if we ever needed to go back. I'm not familiar with the field but from what I saw as a person from an art background, something made in mere minutes would take me hours to draw if I did it all by hand. If you liked the ship stage from the E3 demo, all the environment will keep that quality bar. to be honest, the downside of this is that the illustrative features will be lessened. This is a matter of preference and there will be people who will like one over the other. Our current building style will make the environment more physical based and realistic - more modern. The previous style would be painterly, but the repetition would be inevitable with the given time frame. It could even look outdated by the time the game is released.
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Post by Galamoth on Oct 13, 2016 7:11:15 GMT -6
^Alright! Input from Mana!
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purifyweirdshard
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Post by purifyweirdshard on Oct 13, 2016 7:26:23 GMT -6
Hm, that's pretty much what I figured.
Darn it IGA, if you weren't so transparent about these things, most people probably would never have known the difference lol. I'd act in much the same way, though.
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Post by Pure Miriam on Oct 13, 2016 10:23:21 GMT -6
I'm going to give my two cents on what IGA meant by procedural generation. This isn't the same kind of procedural generation used in No Man's Sky or roguelike games but the latter that Pure Miriam mentioned - " generate backgrounds, scenarios and assets and, fix things here and there, saving it like that to fix the look." As simple as crafting a wall from a looping flat object is considered procedural. For Bloodstained, the level design and enemy placement will be strategically hand placed by the team, but the environment assets (portion of it) will be procedurally generated. Now that we're working with UE4, most of the work that were handcrafted can now be automated with similar output. Textures can be algorithmically generated with randomized shapes and sizes. This works well for Bloodstained because it's made in 3D. According to our technical artist, if we utilize this function, it will be very easy to adjust and change features for the backdrops if we ever needed to go back. I'm not familiar with the field but from what I saw as a person from an art background, something made in mere minutes would take me hours to draw if I did it all by hand. If you liked the ship stage from the E3 demo, all the environment will keep that quality bar. to be honest, the downside of this is that the illustrative features will be lessened. This is a matter of preference and there will be people who will like one over the other. Our current building style will make the environment more physical based and realistic - more modern. The previous style would be painterly, but the repetition would be inevitable with the given time frame. It could even look outdated by the time the game is released. Thank you a lot for that Mana ! I said before (i think) that i'm not against procedural generation and i really think, for the little i know, that it is a powerful tool. And you more or less explained what i thought it would be. I just made this thread for discussion purposes. I like to keep the community on heat (that sounded really bad...) while we wait for new updates to comment on.
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Post by Redogan on Oct 13, 2016 11:30:52 GMT -6
I liked the way the E3 ship looked aside from a few small details. (Most notably, the net-style platforms didn't give any when you jumped on them. I'm not sure what kind of netting they used, but most net platforms would give a bit under Miriam's weight.) So, if the rest of the game has the same quality backgrounds and assets as the ship, then we should be A-OK, right?
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Post by Deleted on Oct 13, 2016 12:59:38 GMT -6
Mana-manager saves the day!
Now Pure and myself can take a lil' break.
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Post by LordKaiser on Oct 14, 2016 15:45:00 GMT -6
Can they start with procedural generation and then examine each stage and hand craft the details on them? My main concern is that some areas of the castle may not make any sense.
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Post by Mana on Oct 17, 2016 0:41:33 GMT -6
Can they start with procedural generation and then examine each stage and hand craft the details on them? My main concern is that some areas of the castle may not make any sense. Of course and we're not using procedural generation to generate the whole stage. It's merely the models and textures - trees, pillars, tiles, dirt marks, cracks, decorations, etc. Everything is hand placed and only the objects will look different from each other. If you check out the IGN exclusive screenshot, you'll see that the two pillars are the exact same model and texture, but look different because the crack texture is procedurally generated:
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Post by Galamoth on Oct 17, 2016 7:00:07 GMT -6
Can they start with procedural generation and then examine each stage and hand craft the details on them? My main concern is that some areas of the castle may not make any sense. Of course and we're not using procedural generation to generate the whole stage. It's merely the models and textures - trees, pillars, tiles, dirt marks, cracks, decorations, etc. Everything is hand placed and only the objects will look different from each other. If you check out the IGN exclusive screenshot, you'll see that the two pillars are the exact same model and texture, but look different because the crack texture is procedurally generated: I'd say that it looks like you've effectively answered everyone's questions in this thread, regarding how Pro-Gen will be handled, with brevity. It's so nice to get official input.
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Post by JeffCross on Oct 17, 2016 15:48:36 GMT -6
Thank you Mana as I've said before I do trust Iga and his team, but those concerns were floating around in the back of my (and many other's) head. You have put those annoying thoughts to rest so again, thank you.
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Post by CastleDan on Oct 17, 2016 16:06:17 GMT -6
I just wanted to clarify nothing needed to be 'saved'. It's okay for criticism and concern. Let's remember when the game was first showed off it looked like this. and some people were taking issue with others saying it looked a bit simple and now look how much it's changed since then- Every opinion is worth being heard whether you think it's valid or not. I feel like everyone feels a bit more invested in this because they contributed to the campaign but we all just want the best for the project and the more input in general whether it be critical or positive will better serve the talented people working on the game. Anyways, I appreciate the insight once again Mana . I think for my concern it was the worry that the procedural elements would be a bit more relied upon in making the environments appear different instead of actually crafting more unique environments to mix things up. An example would be in the boat area you go to the same hallway over and over and then there's the added element of water in it. I mean I like the difference but it's still the same location that i've been in a few times. Obviously it's a boat though so there's only so much you can do with it. Lol It's a wait and see for me. I love the QUALITY of the boat stage but it's hard to gauge how a CASTLE stage will feel variety wise or structurally compared to a boat...lol
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Post by giwagiwa on Oct 17, 2016 17:28:06 GMT -6
I think most everyone is overthinking this.
Look at the gameplay in the development video:
In the first room (1:40), see those arches behind the statues that have moss growing out of them (or whatever that is)? That moss pattern is exactly the same for all of those arches.
This is the kind of thing where procedural generation comes in handy, making sure you don't see repeating patterns everywhere, while at the same time not having to craft such a minor detail by hand.
Iga was talking more in line of the team not having to manually place all of the art assets in the background. He's not looking to procedurally generate the level design.
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purifyweirdshard
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Post by purifyweirdshard on Oct 17, 2016 17:49:20 GMT -6
CastleDan , man don't ever be hung up about the validity of your opinion. Please post it whatever it is. The same goes for everybody. Don't take discussions/arguments too personally. If anything, let it refine your stance and think about it more critically.
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Post by Ciel on Oct 17, 2016 19:22:57 GMT -6
CastleDan , man don't ever be hung up about the validity of your opinion. Please post it whatever it is. The same goes for everybody. Don't take discussions/arguments too personally. If anything, let it refine your stance and think about it more critically. Just for the record, I think everything written here (by here, I mean Internet) should NOT be taken personally at all, even insults directed to your family and such. It's not like we know each other IRL to say something about others. This is just kind of a "personal philosophy" I made up after I realized that taking the Internet too seriously was just pissing me up. In the end, it all comes down to "Let it go, and move on".
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Post by estebant on Oct 18, 2016 23:48:17 GMT -6
I remember the Morte Cannons had slight differences if you looked closely. I imagine it's safe to say the procedural generation will be used for that too!
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Post by estebant on Oct 21, 2016 12:37:21 GMT -6
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