Raging-Spaniard

Raging-Spaniard



30 Sep

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These took a good deal of research, like you guys say here there is a lot of contradicting information so we had to go straight to the top on order to get them right.


22 Aug

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She extends her hand and does a force pull to get it, if you play with audio its even more noticeable. It was a nod to the end sequence of the movie.

After the ultimate it just phases out.


08 Aug

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Selfishly speaking Im glad this hasn't changed much, if at all, since I left. It’s a good mode, it was fun to create and figure out how to make it flexible so it can actually provide different kinds of experiences and encourage different team builds.

Im definitely excited to play it, this is something we had been talking about internally for a long time and its a mode the game can build on for future stuff as well.


24 Jul

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You’re thinking too hard


21 Jul

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Originally posted by jahajajpaj

I don’t think that anybody neglects that it’s the same amount of work for CG. However, I think that many people would like CG to stop creating new characters for a while to just focus on giving us real content. If it takes so much effort to create a new character and if it interrupts new game modes (real content), why keep doing that then? You as an ex employee probably knows better than me but I imagine that you have a bunch of different teams that takes care of different tasks. Some teams are assigned to create a new game mode, some are testing, some are creating the designs and the art and some are coming up with character kits. Now, to create a new character the most work is probably in creating the kit, coding and testing to see how it interacts in the game. But those are different teams compared to those who create a new game mode. It’s not like it steals a lot of time from the coming up and creating “real content” teams/people. Maybe some from the art department and etc but ...

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I don't mean to ignore you, because you are being polite, but youre asking the kind of question I can't answer casually. Lots of it has to do with me detailing our content production pipeline which I have no interest in divulging (for many reasons, some obvious, some not) and lots of it has to do with the amount of typing it would take to explain it in general terms. Unfortunately, I'm in the middle of my move to Spain and I cant commit to either.

The one reason I commented in the first place is because I get that when people say "content" they mean "new raid" or "new galactic war" or "whatever mode they like from game x", sure, but some users (bait trolls aside) take it to such an extreme where they make themselves believe that creating a new character plus the marquee event that goes with it = zero effort and, well, that's something that needs to be cleared up.

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Originally posted by namjd72

Do you have a new game mode button? New characters are not new content.

Events and modes to use the characters are content.

Not a difficult concept.

Doesn't matter if it’s not considered new content or not, its the same amount of work for the art team.

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Originally posted by ArcaneWeapon

Careful, lots of people don't consider new characters to be content.

I mean, call it what you want but its still the same amount of work for the team. Its not like theres a “make character” button we can hit.

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I don't see her getting a rework anytime soon, to be honest. Not cause the people in charge wouldn't want to, cause my guess is they would agree but touchups are usually tied to related content releases.

If and when more OR content comes out (I have no info or knowledge of that so Im not hinting at anything) then theres a chance. Otherwise, Im not seeing it.


15 Jul

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Originally posted by vekstthebest

Well you were definitely right lmao, seems pretty awesome!

Cant say it didn't help when I used the “plus we already have the models done” hook. It was a good opportunity to get a fun character in the mix, we need more of those.


14 Jul

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Glad this finally got announced! I'll take some credit cause this character was one of my ideas, thought the mix of two characters would make for a pretty fun character both kit wise and art wise.


13 Jul

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Well I am curious about how they're handling the art questions since I was the one handling all of that, haha. I made sure the last Q&A happened before I left so I could handle all the GL art questions and not leave them for the next guy.


12 Jul

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I hate myself (slightly) for noticing each time this pops up that its the wrong art for that event

I dont mind too much, since thats one of my pieces, but still


10 Jul

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Originally posted by ThePlaybook_

What's your take on offering expandability for SWGOH on higher end devices? Bluestacks used to be able to force the game to run at 60 FPS and it felt incredible. As of this update, it's now back to being locked at 30 FPS, feeling like a choppy mess.

There were so many small details I was able to see playing at 60. Small flashes of smoke and bursts of sparks on hit impact, that frankly were never noticeable playing at default settings. The animations looks far better.

I understand trying to optimize the default game for the minimum supported hardware, but there's a wide variety of high end devices now capable of running SWGOH at higher performing settings, I'd imagine.

I'm sure it could be done but I don't think theres such strong demand that would warrant the amount of work involved.

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Originally posted by ThePlaybook_

The topology on Rey's face practically screamed "they're planning to do cinematics" to me, very animation friendly compared to old Rey :P

That wasn't even the intention, but its best to futureproof your topology just in case the possibility opens up in the future. Adding the bones necessary for a facial rig would create too many draw calls and blow up the tech budget (nevermind the time required to animate it). However, I wanted the facial features to be modeled in so the face wouldn't warp in 3/4 view like the old models do, plus, the more topology you have, the better the light reacts to the model (which is a whole other long winded discussion that I wont get into right now)

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Originally posted by Raybron99

I love that you lurk here. That was like 3 QA's worth of info :)

Hey my contributions to the Q&A's were pretty juicy too, so feel free to find them and give them a read :)

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Originally posted by budgetcanoe

Nice! Are character looks or animations part of that?

Depends, remember, I don't work there ;)

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Originally posted by budgetcanoe

So, could you give some thoughts as to what we could expect? That information was all incredible, I’m just not sure how it translates into what may come out

Cinematics should get a nice upgrade once the tools are ready, thats something we were looking forward to. As for the rest ... it depends on what they decide and its not very player facing. A big internal focus on the design side was “making new content is more time consuming than it should be, we need to invest in ways to make more meaningful content faster” and this is a step towards fixing that.

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Originally posted by jgoble15

What’s the polygon count we can expect for this new system?

Updating your engine is not a new system. Unreal 4 to 5 is a new system but thats not what this Unity update is about.

Lets go a bit deeper here, since I miss pontificating about ART.

Let me introduce you to the term “budget” which is an industry standard and we made the mistake of using it once to describe something in the game, making everyone feel like we were talking about $$$. When you make a game you have “x” amount of space and time to put stuff in, if you go over, things break, run slowly, cause delays, game wont even start, etc. Thats called your budget. What determines that budget? Your hardware, your dev team and your engine, pretty much in that order. SWGOH runs on very old devices that cant really do much so it puts a hard cap on the budget, those are called min spec devices and they're the biggest reason why an old game cant have all this fancy tech sh*t new games do have, because new games typically care very little about the min spec the 5 year old c...

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09 Jul

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Worth noting that art wise this update allows for a couple of new tools that make life easier for the art production pipeline, theres not much there thats player facing though.

Its not like suddenly the character models can be 12,000 polygons like in MSF, thats not a thing. Keeping an engine up-to-date is difficult because it always breaks everything so you need to put a lot of time aside because you just don't know what will or wont be compatible between versions and thats what stops most games from jumping to the latest update. Basically the bigger the jump the bigger the risk stuff breaks. This happens to all games though, other companies just don't bother telling you about it ;)


07 Jul

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Originally posted by filthylenses

Please get them to make a “visible confusion” debuff

My favorites where the ones for Sion when pain becomes madness and the skull starts screaming. That one was all me and I was not expecting to get it approved like, at all lol