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Hisense A85N: il ritorno all’OLED è convincente e alla portata di tutti
Hisense A85N: il ritorno all’OLED è convincente e alla portata di tutti
Dopo alcuni anni di assenza dai cataloghi dei suoi televisori, Hisense riporta sul mercato una proposta OLED che punta tutto sul rapporto qualità prezzo. Hisense 55A85N è un televisore completo e versatile che riesce a convincere anche senza raggiungere le vette di televisori di altra fascia (e altro prezzo)
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Recensione Borderlands 4, tra divertimento e problemi tecnici
Gearbox Software rilancia la saga con Borderlands 4, ora disponibile su PS5, Xbox Series X|S e PC. Tra le novità spiccano nuove abilità di movimento, un pianeta inedito da esplorare e una campagna che lascia al giocatore piena libertà di approccio
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TCL NXTPAPER 60 Ultra: lo smartphone che trasforma la lettura da digitale a naturale
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Old 20-11-2013, 20:32   #141
Jon Irenicus
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Bello, dagli screenshots mi ricorda molto Neverwinter Nights 2, non trovate?
Anche un bel po' più bello visivamente se vediamo gli screens (NWN2 cmq devo ancora giocarlo), per non parlare di vederlo in movimento...
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Old 20-11-2013, 20:52   #142
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Oddio non è che ci voglia molto a fare qualcosa di più bello. Nwn2 era già brutto graficamente all'uscita.
Ad ogni modo di somiglianze proprio non ce ne vedo.
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Old 20-11-2013, 21:30   #143
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come gia? l'aspetto come pochi altri giochi, lo voglio!!
Se è per questo io l'ho già pagato
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Old 20-11-2013, 23:09   #144
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Se è per questo io l'ho già pagato
ah, idem

addirittura per sfizio mi son messo a disegnare l'UI in photoshop giusto per lo sfizio di sottoporgliela, ma poi mi son fermato per pudore eheh, chissa che completi il lavoro e gliela mandi veramente a baremettle
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Old 20-11-2013, 23:41   #145
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Anche un bel po' più bello visivamente se vediamo gli screens (NWN2 cmq devo ancora giocarlo), per non parlare di vederlo in movimento...
E pensa che, secondo me, Neverwinter Nights 2 ha ancora oggi una bella grafica! Quindi questo gioco promette proprio bene
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Old 21-11-2013, 00:02   #146
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Mai si era visto un tale dettaglio nelle animazioni con una solida base di fisica dietro... Non le solite animazioni concatenate e usate in qualunque contesto, ma ragdoll realmente governate dalla fisica a seconda di azione e reazione.
Mi auguro solo non si risolva tutto in un bellissimo esercizio di (notevole) stile, perché al di là di questo c'è ancora MOLTO lavoro da fare. Per ora c'è un fantastico motore e una base notevole, ma costruire tutto il resto intorno porta via molto, molto tempo... Non credo si vedrà qualcosa di "finito" prima di un anno almeno, essendo poi un piccolo team, forse era meglio pretendere più denaro e creare un team più grande con più impiegati contemporaneamente al lavoro su tutto per accelerare lo sviluppo di quello che dovrebbe essere un enorme RPG open...
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Old 21-11-2013, 07:41   #147
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mi piacerebbe veramente poter mettere le mani sull'editor del mondo di gioco, da quel poco che si è visto si potrebbe creare un mondo veramente iper dettagliato

sarebbe il mio lavoro ideale
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Old 21-11-2013, 08:03   #148
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Il combattimento è pauroso, mai visto qualcosa di simile, fisica d'impatto delle armi...
Ma non si potrebbe vedere il gioco in action 3 persona?

Inviato dal mio R800i con Tapatalk 2
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Old 21-11-2013, 19:23   #149
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mi piacerebbe veramente poter mettere le mani sull'editor del mondo di gioco, da quel poco che si è visto si potrebbe creare un mondo veramente iper dettagliato

sarebbe il mio lavoro ideale
Se non sbaglio l'idea è quella di vendere il motore su licenza e mi pare anche un'idea sensata visto il potenziale.

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ah, idem

addirittura per sfizio mi son messo a disegnare l'UI in photoshop giusto per lo sfizio di sottoporgliela, ma poi mi son fermato per pudore eheh, chissa che completi il lavoro e gliela mandi veramente a baremettle
Portaglielo a mano, tanto stanno a Siena
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Old 23-01-2014, 09:45   #150
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Guardatevi quest'altro gioco in lavorazione su Kickstarter:
http://www.youtube.com/watch?v=MefZfhxgpZE
Kingdom Come: Deliverance (e pledgate immediatamente! )
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Old 24-01-2014, 00:34   #151
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Guardatevi quest'altro gioco in lavorazione su Kickstarter:
http://www.youtube.com/watch?v=MefZfhxgpZE
Kingdom Come: Deliverance (e pledgate immediatamente! )
Beh, c'è un thread aspettando (anche 2 a dire il vero) che mi sa è il csao di uppare, ed è stato segnalato sul thread Kickstater... Indubbiamente molto interessante (e low magic, ma forse anche no magic, in comune con Sui Generis). Vista la mancanza di strecht, per ora se non ho visto male sono tentato di pledgiare...
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Old 13-02-2014, 23:00   #152
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Update #26
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At the moment we're working hard to get everything packed up and presentable for players and distribution. This involves many things such as compatibility, finalising distributed file formats and file structures, menus, character creation, splash screens, in game music etc. and generally cleaning everything up as we're coming from a development-tools-and-game-in-one setup. This doesn't seem very exciting but for us seeing it all put together and presented as an actual game really is. Some of these things are very important and we have to make sure we do them right, changing our file formats later when we've finalised a lot of content could be a problem, for example.

After announcing the postponement of the game we felt we had breathing room to develop some important features and improvements that we couldn't be sure we'd have the time to add and are better done sooner than later. Because we weren't sure we'd be able to add some of these features we've never really promised them or been specific about them. We've been wanting to make a development video or two about these new features but we're not finding the time to do this with getting a first build out of the office. We will make some new videos to go into more depth about these things but here's a quick breakdown of some of the more important improvements and features:
  • Procedural materials for apparel that allow items to be made from different fabrics and other materials, possess unique variations, be dyed in different colours and have dynamic dirt and wear. This allows for endless unique looking items, greater customisation options and many implications for gameplay and AI.
  • Procedural character texturing that allows us to add more unique detail and effects to our characters.
  • Finalised and improved models for both genders and all physiques taking advantage of new features.
  • Complete overhaul of sounds.
  • Reworked post-processing for a more vibrant overall apperance.
  • Torches! These work as dynamic lights with new dynamic fire effects, you can grab them off walls and even use them as weapons.
  • Various animation and combat fixes, including one that caused a perpetual swinging/swaying motion that gave characters a "puppets on string" feel.
We're still aiming to release a first playable version by the end of the month. This very first version won't be the prelude as such as there's still a few things we need to finalise to get the content working properly. You will be able to try out character creation and combat against a number of opponents and with different gear. Once this first version is out we will be rapidly releasing new more richly featured versions. We look forward to getting your feedback about it all!
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Old 07-03-2014, 23:45   #153
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Update #27
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Combat Alpha Release

Yesterday evening we released a first version of the combat alpha. Over 1200 people now have access to it. This very early release is under NDA but it will be lifted soon, we just want to get some early feedback and solve any major issues before it goes public. Anyone with access to the insider forum can view discussions where people have also posted screenshots and videos.

So far the feedback has been very positive. Some people are finding the controls tricky but they seem to be quickly getting used to them, it is a very unique control system. The combat system in general seems to be greatly appreciated. We've had really excellent feedback on graphics, sound, music and various features.

Performance and compatibility are better than we expected, very few people have had compatibility issues and we're getting amazing performance on even very low end systems. This being a first ever alpha release of both game and engine there are of course a few issues but we're quickly solving them as well as making major gameplay adjustments based on the feedback we're receiving. We've already released an updated version with numerous fixes and changes.

This is a huge milestone for us, we've actually shipped a working game even if it is very limited for now and the whole thing has gone very smoothly. The amount of work required to get so many things to this complete state has been staggering and overall we've really made some fantastic progress. Our workflow and tools have greatly improved as a result of this too. Now we can work on adding important features while also receiving continuous feedback (and testing!) and generally having a more meaningful interaction with our backers.

Finally we'd like to thank our community for their patience (we were almost a week late!), support and just generally amazing level of maturity. It's a truly humbling and rewarding experience. Thank you!


Best,

Bare Mettle
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Old 18-06-2014, 18:34   #154
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Visto che Jon non è più tra noi (pace all'anima sua ), dell'update me ne occupo io

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So it's now June and some of you were expecting a prelude release. We've been communicating our progress on our forums but we haven't done a Kickstarter update in some time. We're not quite ready for a prelude release yet but we have been hard at work!

We know many of you have high expectations and you've encouraged us to take the time to make a great game rather than rush to release something mediocre. We are putting a lot of care into those things that will make Sui Generis a truly unique game. Of all the games we've played it's those that pay attention to detail and have layers of subtlety that have really engaged us. While we can't satisfy your every request we do understand the importance of making something good, not just "good enough".

THE UNDERWORLD

Until recently we focused mostly on outdoor environments which in many ways are the most technically challenging. Because we're such a small team with one programmer we generally have to focus on one thing at a time and the underworld had taken a back seat. Developing the prelude we found ourselves confronted with some issues that had been neglected and reviewing things that we weren't satisfied with.

You might remember we promised a vast and sprawling underworld, it's all interconnected rather than being many distinct environments. It's also very deep and it changes as you go deeper. The concept remains the same but our early design now seems too basic and not to the standards that the game is shaping up to.

Our first goal was to introduce more variation in the common structural graphics. We improved the modular system through which the environment is constructed and developed a tool that allows us to create these environments extremely quickly and interactively while providing an intuitive workflow, this means that we can focus on and experiment with design rather than getting bogged down in the work itself. We've improved and adapted our existing assets to this new system and we're developing new ones with fresh insights.

Unlike the terrain the underworld is not a single streaming environment and there are some very different travel mechanics. The underworld regions are quite large and complex, the first "level" of the prelude contains almost 10000 meshes, 100 shadow casting dynamic lights and many characters so we need some important engine features to be in a very much finalised state to drive all this. A lot of this work is done now but there are still a few important issues to resolve, especially for lower end systems.

One really important issue we struggled with for this type of environment and the isometric style view is visibility. Being able to see past walls is very immersion breaking, it removes depth from the environment and also causes difficult problems with balancing line of sight for the player and AI. This is especially true when AI has complex behaviours and may be interacting with the environment. The approaches we've seen used in other games would either not work or be visually disturbing.

Finally we had a promising idea, prototyped it and instantly loved it. What we're doing is dividing up the environment based on doorways and only allowing you to see the room you're currently in or any room that you're on the threshold of. The rooms fade in in such a way that as you move around you barely even notice it happening, the visual impact of the environment and exploration are much more immersive.

AIs can be subjected to the same exact visibility rules as players putting them on a level playing field. As a byproduct we've achieved a sort of old-school encounter mechanic which we really like. As you approach a room you are able to see what's inside and what's inside is able to see you.

This just naturally ties in with other mechanics and how AI understands and navigates environments. For example if you were being pursued we can accurately determine where AIs see you go and where they might search if they lost sight of you.

THE DEAD

One of the things we care about most is persistence, we want everything in the game to feel substantial and real. Everything can be interacted with and the results of every interaction are lasting. To support this the bodies of the dead must not just dissapear but remain in place until someone moves them. These bodies must therefore slowly decay. Necromancers must also find real bodies to raise, they can't just will them out of thin air.

We're leveraging the power of our recently improved procedural character system to make bodies gradually decompose, that of our procedural animation to make their movements uncoordinated by various degrees. Combine this with some great voice effects and unusual AI and you've got some pretty compelling undead.

DAMAGE AND EQUIPMENT MECHANICS

All the mechanics for armour and weapons are now in place and working as we wanted and better. There are four basic damage types: slash, pierce, crush and impact. All of these behave differently in terms of how the forces of collision translate to damage, for example slashing damage is effective when cutting and even with weaker forces whereas crushing damage requires significant impacts. Base weapon stats include these damage types and also various properties which control how they behave physically. Weapons are not just more or less powerful but each weapon feels and behaves differently in combat having a huge effect on how you play.

Armour has mitigations for the four basic damage types and also other properties. We are going for very realistic behaviour for armour, plate armour is effectively proof against bladed weapons and extremely resilient to all damage types, chain offers great protection against some damage types but not others, common leather apparel is pretty useless as armour. There are various other types of armour each with distinct qualities and things get interesting when you realise they complement eachother. It is entirely possible to wear chain under plate, or a gambeson to absorb some impact and effectively reduce the force of blows to a point where the plate can mitigate them completely. When you equip some armour you really get a sense of being armoured and protected, you will even hear the plates sliding over each other, the chain jingling and the leather creaking as you move.

We've extended our inventory system to support 8 layers and over a thousand slots, we don't use them all but they give us the flexibility to model the complex interactions of our growing repertoire of wearable items. All armour is locational, it covers different parts of the body and with different efficiencies, layers of armour interact locally on what they cover. Each part of the body also has varying base vulnerabilities to damage types with different effects. Head blows can disorient you, leg blows can throw you off balance, vital organs, bleeding etc. are all taken into account.

The best thing is that you can see, hear and basically feel all of this happening as you play the game. Weapons have realistically distributed mass, swings make swooshing sound based on the weapon and its current velocities, there are dynamic collision and other sounds, procedural animation behaviours, different cries of pain and sprays of blood which all accurately reflect what is happening. All these things are possible because there are measurable physical forces and interactions behind everything. They're not just effects on top of some simple mechanical system but a result of the simulation.

REVISITING COMBAT

The combat and animations have been evolving constantly, they are the thing the game has been most praised and criticised for. Making notable improvements has been extremely challenging, it's a hugely experimental and difficult technology and we're often shooting in the dark, sometimes missing and wasting time.

Originally we designed the combat with a big focus on the physics, the force of blows and movements of your character being very dependent on the fluidity and timing of inputs. We'd had a lot of practice with this but when we released the combat alpha we saw it wasn't always well received. Many people perceived it as somewhat unresponsive and clumsy, watching videos of others playing the game we saw that even skilled players weren't easily achieving the same harmony with the physics, their character's motions often looked ungainly. Elegance and effectiveness didn't necessarily go hand in hand. We quickly made changes to improve the responsiveness of the controls based on feedback but these hurried changes came at the price of some unrealistic behaviour.

So, having received a lot of feedback on the combat and prototyping various suggestions in several rapid releases, we then went back and revised some of the earliest and most fundamental aspects of the animation system. We shifted the balance away from pure physics towards player control, completely redeveloped the input system and fixed numerous issues that were present in the combat alpha. We also made improvements to the AI which was still incomplete, giving the AI more tactical and human similar behaviour and trying to counter potential exploits. Our redesigned AI proved extremely difficult to beat which is what we were aiming for when considering the best possible AI opponents.

This took some time but as it all came together we finally found ourselves before what feels like a new game. The many changes to animation systems and a new asynchronous processing of inputs led to very responsive character control, characters move fluidly and remain balanced even under the most extreme conditions, allowing for precise control over new attack combinations and very fast dodges. Our almost unbeatable AI became easy to defeat and we had to add a whole new layer of cleverness and precision to it, finally making it challenging again and then introducing skill levels to reduce and control it's effectiveness.

The final result is fantastic, it looks great and it's incredibly good fun. The foundation is now more solid allowing us to do more, we see ways to improve it further but already we've achieved better results than we initially thought possible. Looking back and seeing how far we've come since the early animation we wonder at what the future could hold!


These are just some of the most important things we've been working on, we have been consistently achieving our goals and the results keep exceeding our own expectations. The prelude is still in the works but we're very close to a first alpha release, we need to solve a few issues but further releases should be close behind. We're extremely pleased with the core combat in general now so after a quick final alpha test we plan on also releasing a beta combat demo. This kind of gameplay will also feature in the prelude in the form of an arena mode.

Best,

Bare Mettle
Se manterrà anche solo il 10% delle promesse...

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Old 04-07-2014, 13:20   #155
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Visto che Jon non è più tra noi (pace all'anima sua )
In che senso??????
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Old 04-07-2014, 13:23   #156
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In che senso??????
C'è ancora, c'è ancora
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Old 04-07-2014, 13:25   #157
hexaae
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Io aggiungo le pic:







e altre su: https://www.kickstarter.com/projects...-generis/posts

Mi piace molto la semplificazione e la logica dell'inventario, non l'avrei mai detto in passato ma c'è tutto quello che serve... Le animazioni e il realismo, con autentiche tecniche di combattimento medievali poi, saranno una ciliegina sulla torta... aggiungiamoci persistenza delle modifiche e dei cadaveri che si decomporranno proceduralmente etc. Si preannuncia un vero capolavoro, sempre che non finiscano i (pochi) soldi troppo presto!
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Old 04-07-2014, 13:31   #158
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Ce so, ce so, mi ero preso solo una pausa dal forum diciamo (che è durata meno del previsto). Grazie al Don per l'up al thread.

Cmq si, l'ultimo update è...
Vorrei proprio vedere un video di ste animazioni migliorate cmq.
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Old 12-07-2014, 15:07   #159
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Vecchio video dell'anno scorso, per chi se lo fosse perso può dare un'idea di cosa ci aspetterà (anche se il CS è già stato cambiato e migliorato ad es....):

Sui Generis - First Pre-Alpha Gameplay

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Old 12-07-2014, 16:02   #160
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Sei una brutta persona.

Questo thread va aggiornato solo quando ci sono novità, altrimenti mi eccito per nulla
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