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Ҩ Dreams Ҩ || Haz realidad tus sueños||

javi_ma85
No games ¯\_(ツ)_/¯
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#46  Enviado: 18:04 01/10/2015

Mañana a las 15:30 en España, 1 hora menos en Las Canarias.
Betop
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#47  Enviado: 21:18 01/10/2015

A ver cuanto se mojan a enseñar fuera de la confe de Paris, si se atreven a enseñar interfaces, creaciones, mucha curiosidad por lo de mañana.

Todavía es como si no se hubiera presentado y tienen que aclarar mucho todo el juego.

Saludos.
javi_ma85
No games ¯\_(ツ)_/¯
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#48  Enviado: 16:33 02/10/2015  Editado: 18:32 02/10/2015 (2 veces)

Alex Evans dando una charla en Helsinki sobre la creación del motor gráfico del juego:


Un gif de lo que se ve en el 5:10
Secreto: (Pincha para leerlo)


Impresionante.

El directo:
VesseL
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#49  Enviado: 21:33 02/10/2015

No sé de qué va ni cómo se juega, pero si MM quiere, la edición superespecial de haberla, se viene para casa.
solid_molina
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#50  Enviado: 23:21 02/10/2015

En respuesta a javi_ma85 (réplica 48).
Alex Evans dando una charla en Helsinki sobre la creación del motor gráfico del juego:


Un gif de lo que se ve en el 5:10
Secreto: (Pincha para leerlo)


Impresionante.

El directo:
De verdad eso lo podemos crear nosotros /? Smilie
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#51  Enviado: 01:22 19/10/2015

PS4 Exclusive Dreams: Media Molecule Gives New Info on Engine, Tech, Frame Rate, Music and Creativity

During the Q&A Session at the end of a livestream focusing on Tearaway Unfolded, Media Molecule Creative Director Mark Healey gave more information on the upcoming and still rather mysterious Dreams.

Below you can read a summary of what he shared:

Haley realized that it was time to move on from LittleBigPlanet and to a new project jusut after LittleBigPlanet 2, but Dreams is like the spiritual successor of LBP; and embraces a lot of the same key ideas.

The “main character” used by the player is referred to internally as “imp.” It’s going to be customizable, of course.
The engine is incredibly versatile. The obvious and strong visual it can offer is the “kind of loose and impressionistic” style, but you can also do an “incredibly tight and crisp” style. You also have control over shiny or metallic materials, glow effect, and recently they added a subsurface scattering shader that allows you to make things waxy and really lush [Editor’s note: subsurface scattering is normally used for translucency effects, especially on human skin].

The ambition with the engine is to let you create your own art style, even if there’s still a visual thumbprint, as you’re still using the same engine.

Media Molecule is trying to makethe game very non-technical, so everyone can pick it up easily and understand it. You don’t need to be an artist to use it, but it has a lot of depth and it can allow you to use and improve your skills. As an analogy, a child can use a pen, but if you practice and use different techniques you can do amazing things with it.

You will be able to create music in Dreams. One of the key guiding philosophies of Dreams is embracing the idea of a “performance.” The puppeteering scene from the PlayStation 4 debut conference is an example of how this idea applies to animation. It’s not about editing curves and moving keyframes. It’s about performing with the virtual puppets. That means that you can do it very quickly, but also that you can put a lot of emotion into it while you capture your performance.
Music is a very obvious element to apply this idea of performance to. The developer in charge has come up with “genius ideas” so that anyone can do amazing things with the game.

Media Molecule is going to make some initial content, that can be played out of the box, using exactly the same tools that will be available to everyone.

Asked whether other Sony first party studios provided some helpful tips on development, Healey confirmed, and mentioned that at GDC there’s a “Creative Director therapy session” he goes to, where they sit in a room and moan about the pain of being a Creative Director.

Asked whether the studio is aiming for 60 frames per second, he mentioned that it’s user created content, so they can’t stop people from making games that run slow, as it depends on what you put into your level. At the moment the creations they have been working on are “looking more like 30 frames per second,” but engine always get optimized towards the end, so they’re going to make it as efficient as possible.

Healey agrees that the game is perfect for VR, and the idea of having a virtual dream that you can explore seems like the ultimate Grail, but for now the studio is focusing on the standard PS4 experience, but it’s “a no brainer” that they will explore VR afterwards.

According to previous mentions, we’re going to learn a lot more about Dreams at Paris Games Week. We’re getting close, and personally I can’t wait to see more of what Media Molecule is cooking up for us
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#52  Enviado: 05:44 24/10/2015






The user interface of the game is being redone in time for Paris Games Week.

The game is being optimized and now it runs faster. The development team shaved off about 30 milliseconds per frame.

The team makes videos for Sony roughly once a month to keep them up to date.

In the Props and Special Effects tray there’s a feature called “hard edge” that lets you model more crisp and precise builds like architecture and spaceships.

The team started transitioning from PC to PS4 about two years ago. Since then, the tools have been improved.

Experimenting with the tools and trying new things yielded much better results than the developers initially expected.

Dreams doesn’t just have sculpting tools. It also has music tools, assembly tools (that let you assemble other people’s builds) and animation tools (that simply let you record

what you do on the screen, more details will come at a later time on this).

The first cut of the “Bear Dream” E3 trailer was made in a single day. Everything (excluding the music) from it was captured on a PS4, even if the tools evolved a lot since then.

The music was not made in Dreams, but was still created by the same developer that made the trailer.

The “Bear Dream” trailer inspired another developer to build a snow boarding game.

At Paris Games Week we’ll see something that has to do with “people.”

Media Molecule worked “very hard” on the demo that will be shown at Sony’s conference at Paris Games Week. It will be a “big big reveal” of lots of things that they can’t spoil for now.

The Paris Games Week conference is gonna be “epic.” According to Evans. Even if you’re only half interested in Dreams there will bee many more “amazing” games on display. That said, he quickly clarified that he doesn’t really know anything specific about other games. For instance. at E3. developers were backstage and no one was allowed to know what the others were going to show.

Dreams is similar to LittleBigPlanet, but still different. It’s broader and more accessible, but if you know how LBP works you probably have a “head start” on Dreams.
After E3 the folks at Media Molecule have been “coding like crazy.” They “dismantled the whole game.” Artists kept working on the E3 build, while programmers took the entire game and tore it apart, and then slowly pieced ip up together. Finally the artists got the functioning Paris Games Week version of the game only three weeks ago.

Alex Evans is “super proud” of what everyone built for Paris Games Week, but it’s still work in progress. He thinks that in six months they will look back to what they will show
at PGW and think that it’s “so minimal.”

At PGW they’re gonna show “a lot,” but they’re still keeping something hidden in their “back pocket.”

Media Molecule still looks at the LittleBitPlanet games for inspiration. They cherry pick the best bits and then re-imagine what they want to be different.
Dreams is not a “movie maker.” You can make movies, and that’s useful to learn the animation tools, but ultimately it’s main purpose is to create games, so it needs logic tools for that.

Talking about memory management, Dreams is about “linking together.” If you run out of space or memory, you can link things together in a way that Evans still can’t explain.

Linking things together isn’t just a memory saver, but it’s an “amazing part of the game in itself.”

You can model things very precisely if you want, down to the individual pixel, creating very “tight” models. On the other hand, you can also be very loose, creating more impressionistic models. The variety is quite high between those extremes. “Loose” modeling is easier and good for beginners, while tighter modeling puts the burden of doing a good job more on you, as you can’t hide details. It’s better for those that have already improved their skills or are already good
De-mon
Phantom Thief
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#53  Enviado: 13:36 25/10/2015  Editado: 13:37 25/10/2015 (1 vez)

Está recortado del streaming de arriba. Si alguien no lo vio completo, aquí está.

Me gusta el formato de los 140 caracteres porque fomenta las verdades taxativas, universales, eternas y te queda espacio pa un insulto o dos
javi_ma85
No games ¯\_(ツ)_/¯
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#54  Enviado: 13:03 28/10/2015

El arco del triunfo hecho en el juego, con personajes del E3:
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#55  Enviado: 16:13 28/10/2015

Ganas de que esta compañia se peguen el gran batacazo, por que no sé a quien se le ocurre  hacer estos juegos. Van a vender  una mierda..
rmmontoto
Keepers detected
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#56  Enviado: 16:15 28/10/2015

Si tiene mucho contenido hecho por MM me lo compraré. Me parece mágico la verdad Sonrisa
Sic parvis magna
javi_ma85
No games ¯\_(ツ)_/¯
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#57  Enviado: 18:21 28/10/2015  Editado: 18:22 28/10/2015 (1 vez)

Por cierto, lo que he puesto, el Arco del Triunfo, es una impresión 3D de una de las cosas creadas en el juego, y han confirmado que podremos imprimir cualquier cosa que creemos en casa. Smilie
Tambien han dicho que tiene una historia, logicamente.
-ICO-
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#58  Enviado: 18:25 28/10/2015  Editado: 18:26 28/10/2015 (1 vez)

A mi es que todos estos juegos de construir no es que me atraigan demasiado, LBP, Minecraft o este, entre lo vago que soy xd y sobre todo que no tengo tiempo...y para disfrutar bien a estos juegos tienes que tener mucho tiempo libre.
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#59  Enviado: 18:53 28/10/2015

No solo han dicho lo de las impresoras 3D, también han confirmado que todo lo que creemos en el juego puede ser pasado al motor gráfico Unity  Smilie Madre mia...

All of this will rely on the creativity of Dreams players, of course. But crucially, MM says, their work won't be stuck in their walled garden. Everything players make in Dreams can be exported -- to the game development platform Unity, for instance, or to 3D printers. If this works, Dreams (and the PS4) could instantly become one of the most creative tools in digital arts. If hints at other companion software, perhaps for Apple's iPad, are realised, Dreams might be much more than a video game. Full-length animated movies, for instance, could be created in Dreams -- and MM really hopes that artists will pick up that challenge.


Espectacular.
PSVito
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#60  Enviado: 19:30 28/10/2015

En respuesta a Yvlaskya (réplica 59).
No solo han dicho lo de las impresoras 3D, también han confirmado que todo lo que creemos en el juego puede ser pasado al motor gráfico Unity  Smilie Madre mia...

All of this will rely on the creativity of Dreams players, of course. But crucially, MM says, their work won't be stuck in their walled garden. Everything players make in Dreams can be exported -- to the game development platform Unity, for instance, or to 3D printers. If this works, Dreams (and the PS4) could instantly become one of the most creative tools in digital arts. If hints at other companion software, perhaps for Apple's iPad, are realised, Dreams might be much more than a video game. Full-length animated movies, for instance, could be created in Dreams -- and MM really hopes that artists will pick up that challenge.


Espectacular.
Buenas. Impresionante. Todavía se hacen bromas de cuando añadieron la opción de impresora a PS3. Sólo de imaginar poder ponerle a la PS4 un impresora 3D...  Smilie . Y bueno, poder hacer modelados en Dreams y utilizarlos en otros juegos vía Unity, también es un puntazo. Ya he leído a gente en NeoGAF diciendo que manejan bien Unity pero les cuesta modelar, puede ser una ayuda (ya sea creando modelados o bajando los que hagan otros).

Saludos
We Love Cars, We Love Cars, La La La La La...
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