"craziest things" thread

Miscellaneous Forums/General Discussion/"craziest things" thread

There are some really classics in the thread...


Some of the more innocuous things include artists who, as the result of an engine switch, got so excited at the prospect of finally being able to use high resolution textures that they started blasting through making 1024x1024 textures for everything... except for particles, thankfully. It culminated when I finally got through importing a character who had diffuse/bump/specular level/specular exponent all over... but he was also broken up into enough parts that the guy had a grand total of 24 textures -- all 1024 with no extra miplevels. 3 were alloted solely for the guy's hat.



http://www.beyond3d.com/forum/showthread.php?t=30308

"Developers, what are some of the craziest things you seen or heard about?"

There are plenty of arseholes who drag projects down by being either plain stupid or simply working for their portfolio...I had one artist who when he heard there was no official texture size constraints for a project just went insane...like a 1024x1024 (possibly even bigger and non-power of 2) virtually plain-looking texture for a truck's wing mirror - with alpha map!..and this was 6 years ago!

I've got to stop reading that, it just goes on and on, very funny though.

I would pay money to read ShootMyMonkey's stories!

On a game I worked on, a special FX artist was complaining that a particular level was very slow and unplayable, so he said that us programmers had to fix this. (Don't know why, but as soon as there's a slowdown, its the programmers' fault) I had played that level the night before and everything was alright. I ask him if he added anything in particular. He answers: well, just my water effect and it shouldn't consume much power. Turns out, his water effect was an animated texture, 12 frames, 512x512, with alpha of course, on a 30K tris mesh. The poor PS2 couldn't handle it on top of the rest of the level. I recommend him to tune down the mesh to about 1-2K tris and the texture to 64x64. And he gives me that outraged look and says that it will be way too ugly and that it looks great the way it is and that I should fix the slowdown. I ended up having the Lead Programmer explain him how a PS2 works.

I remember when Codemasters came to our uni to do a seminar about the industry and also to scout future developers. The gist of what the guy was saying was:

* They expect only the best - with 2 A's at A-level
* Anything less than a 2:1 they're not interested - and they would like a 1:1
* They want you to have a B or A in A-level maths
* They wanted you to have indepth knowlege of an area - either AI, physics programming, etc.

and the funny part was when they said:

"We'll expect you to work really hard; you won't get paid much, but you should be grateful to see your name in our games."

Yeah, right - with that attitude, I'd rather work in McDonnalds.

> Yeah, right - with that attitude,
> I'd rather work in McDonnalds.

I aspired to work for Codemasters once upon a time but you know, who wants to write sport and driving games for a living?
I too would rather work in McDonalds.

Talkng of Codemasters, I've lost all respect for them TBH. Check out this quote from John Hare in relation to Sensible Soccer 2006 and the countless major bugs found by those unfortunate enough to purchase it. A blatant world cup cash in using ( illegedly ) and older footy engine. Yeah, I bought the ps2 version ... RIP Sensi Soccer!!


I would like to thank Codemasters for having the balls to decide to bring the Sensible Soccer series back to life by publishing Sensible Soccer 2006 at a time when many publishers are becoming more and more cautious in their selection of products to publish. The expectation of those existing Sensible Soccer fans was always going to be massive for this game and that was a challenge we took on gladly. I’m pleased that Sensible Soccer 2006 strikes the right balance by drawing from modern football games and still remaining true to the classic feel of Sensible Soccer, with good use of 3D for the first time, some great new additional control features and of course our old friend aftertouch.

I am delighted that so many people, both reviewers and punters are having a great time playing it, as has been borne out by the many fantastic reviews that the game has had from many different sources to date. I am also particularly pleased with the fans on the forums that understand our approach to resurrecting the game in 3D, albeit with a trademark Sensi slightly cartoony style.

SWOS 96/97 on the Amiga is often said to be the best version of Sensible Soccer that has ever been published. Remember, that had five years of development evolution.
Obviously, this version isn’t something we’ve been perfecting over many years as we did with the old game; this was a new game with a new development programme.

We could have just published a direct update of PC SWOS in 2D using the same graphics, however this would only have appealed to hardcore SWOS fans. We want to do something new and created a 2006 game that has Sensi’s fun, fast and easy to pick up and play style, but also appealed to those people who missed Sensible Soccer the first time round.

Of course, the thing with making on an update of peoples’ ‘favourite game ever’ is that their expectations can be unrealistically high, and even the smallest issues are blown out of all proportion. To expect a new 3D game made in 12 months to rival the polish or depth of any game in its third or fourth iteration or beyond is highly unrealistic.

Even old editions of Sensi had things like teleporting goalkeepers, which is a problem caused by AI struggling to grasp and anticipate ball movement at high speed when Aftertouch is applied. The animation occasionally suffers as the goalkeeper has to quickly move into a position to get to the ball. It is purely an aesthetic concern, not a gameplay one. So yes, the goalkeepers cheat a little, but no more than they did in the original game.

Many professional reviewers agree that Sensible Soccer 2006 is the most enjoyable football game available and that it is fantastic value for money too. But you can’t please all of the people all of the time. And to those of you who enjoy the game and can’t wait to see more Sensible Soccer products in the future, please continue to show your support through your mails to the forums. As many of you know the Sensible Soccer series is my pride and joy.And after a long time out and sitting on the bench it’s come back strongly, and we are planning for it to get stronger still, ….. just don’t expect it all at once…... please.

Cheers

Jon Hare