Lighting seems to make games look good if done right.
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Next gen? If the PS3, 360 & Wii is current gen, then PS4, XB-One & Wii U are next gen. PC is by itself. It'll span all gens.
Basically, I consider next gen from a time perspective, not from graphical capabilities.
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With improvement of hardware, next gen console can handle more detail in both gameplay and graphics. Our group is not a professional team making games for years. We are just trying to achieve what we learned and what we know for learning and training purpose. So graphical aspect is our current focus.
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?
PS4, XB-One & Wii U are "current gen".
PS3, 360 & Wii are "last gen"
and yes, PC's are not definable in generation that way, as you said.
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Rather than technical requirements, my next-gen will be in the idea behind the game.
True immersion and exploration.
Hopefully VR done right, with interesting game worlds at my disposal, with attention to detail. I prefere a smaller world with more details rather than a huge generic one.
I'd say go for a personal look. If you like realistic style you'll always be compared to games that have huge budgets, so try to have a personal theme running through the whole game.
4k textures seems perfect (please give an option for lower res too or you'll loose people like me, who still sport a 1GB-RAM GPU :D), decent models (no need to waste too many polys here: take advantage of bump/displacement maps and tasselation), nice animations but most of all... ligthing and color palette. I've seen too many good assets looking like plastic toys 'cause lighting and colors were off.
Check the videos for the upcoming Aliens, to say one; fair models and textures, but great lighting and colors; it really looks like the original movie and it's perfect as a survival horror.
Also look at the lighting in the original Dark Souls 2 trailers. The lighting there really complimented the game's atmosphere.
Good luck guys, really! :)
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Thanks dude. I got your ideas and I will definitely bring your ideas to our next disscussions. I love your idea about a smaller world with more details. As for realistic style, I have to admit that we don't have extra support but we could take time to polish our project. And today we just discussed about how to make the scene more convincing. One of the points there was how to avoid plastic looking surfaces and how to make surfaces look like real materials. Thanks again, dude. :)
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How about games all going for their own unique visual styles instead of hyper realism or pixels. We need more middle ground. Pixels while easy to fit into the budget of an indie company are a real cop out as we near indie game the game pixel edition. Dont get me wrong I love me a good snes style game, but not when there are so many. Realism will die off on its own as it is always just out of reach. This is more of a personal thing then a standard I know.
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This project is more like "what we can do" test on a game engine instead of actual game development. Choosing to achieve realistc render is our choice because we have experience in architectural and interior design. So we begin with what we know better.
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Microtransactions.
And make sure to release the 4K textures as a paid day one DLC.
Really, just try to make a fun game. Part of the reason indie games have taken off in recent years is they deliver the fun and charm that big budget games lost when they put generic gameplay and graphics over content.
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We ain't gonna see better graphics than Crysis is offering for some time, good lighting is the next step in making games look good.
Dynamic environment. Knocking stuff over if I bump into them. Trees, grass and anything else reacting to different weather. If I fuck up the place, I want it to look like it, not the place being black for few seconds and then returning to normal.
Clear sound. If something is on the right, it has to sound like it, not a muddy sound that you can't determine where it is coming from.
"Good" A.I. This is somewhat odd subject because every game ever will get accused of having shitty A.I for enemies. Not Skyrim level crap that you sit in the shadows, shoot a guy with a bow and he goes into alert status. A moment later he's just "must've been my imagination" Jesus fuck, you have a arrow on your forehead, do something about it and stop standing in one place like an idiot. In another words, enemies that react properly to noise, attacks, missing buddies. Stealth games are often way too easy when you can just pick everyone off one by one and guards wont notice anything. Too often you can put up a party in the middle of the place and then hiding behind a couch for a while and everybody forgets everything that happened.
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Next gen of what exactly, consoles? PC's don't have generations.
The closest you can get to seeing what a hypothetical "nex-gen" is for PC, is to check out what is being proposed for the DX12 feature set that is not currently in DX11. That would be the "next gen features".
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PC undoubtedly has generations. The games, and thus the hardware and engines, progress around the same time as the newest consoles.
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They not in the way you are referencing.
The closest thing to PC Generations:
First Generation (1940-1956) Vacuum Tubes
Second Generation (1956-1963) Transistors
Third Generation (1964-1971) Integrated Circuits
Fourth Generation (1971-Present) Microprocessors
Fifth Generation (Present and Beyond) Artificial Intelligence
http://www.webopedia.com/DidYouKnow/Hardware_Software/FiveGenerations.asp
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Direct neural interface with at least a 1TB/s synchronous throughput and time accelerated game play allowing one to feel like they have played 10 hours for every hour of real time.
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Next gen merely means that it uses the hardware capabilities of the next-gen consoles to a point where you have image quality beyond what the current crop of consoles could do in realtime.
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Natural coloration, none of this "everything is brown, gray or slate" nonsense.
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Next-gen I expect more physics which seems to be becoming a thing and once the developers get that optimized I'm hoping they can make actual gameplay using the physics, or even better make gameplay to begin with in stead of "ooh look at these pretty things we made, now click and this guy will die. Now look at the thing we made again."
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Better AI, thats all thats really needed. I find it sorta sad that the last game that pushed AI was F.E.A.R years ago...
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I am working on a small project with 2 friends using Unreal Engine 4. Our goal is trying to make a releastic scene with features in UE4.
And we want to achieve some so called next gen features as well. However, we find it is hard to define what is next gen standard.
As far as I know, at least, 4K res texture is required and one of my friends has been working on multiple layers of textures at 4K res already.
Also, UE 4 provides pretty advanced material but it can be achieved even in UDK(UE3). So I don't really consider those as next gen features.
And here I come to ask you guys about any ideas about so called next gen game standard.
Edit: I wanted to see people talking about their ideas about what a game can achive. But what I saw here most were trolling.
Didn't I mention that we are only a 3 guys group on a small project to make a scene instead of saying we are gonna release a full game only for money?
You guys are so good...
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