BronsonLee
Member
As said, not bashing anyone, just interesting and surprised.
Then maybe you should read the thread and the article before calling the developers crappy at their jobs. Just a thought.
As said, not bashing anyone, just interesting and surprised.
This thread...
Is there a word for a feeling that's a mixture of disgust, awe, fear and incredulity? Because that's totally what I'm feeling now.
Then maybe you should read the thread and the article before calling the developers crappy at their jobs. Just a thought.
You absolutely, unquestionably called him a bad manager, and the fact that his response to "Maybe you're bad at your job that I know nothing about" wasn't "Maybe fuck right to death" shows that he has a lot more restraint than I do.
$4,000 for voice recording?
I've recorded decent sounding albums with my band (12 songs) for $2,000. Not in the US, of course, but still, that is just an insane price. Here you can find excellent studios that charge no more that $60/hour.
This thread...
Is there a word for a feeling that's a mixture of disgust, awe, fear and incredulity? Because that's totally what I'm feeling now.
I never called them crappy, or that they don't do a good job, but that there will always be ways to make things easier and cheaper.
So all in all, I think you can definitely trim the fat off that 150k and make things smoother. Would not mean a better product though, could mean a worse product most definitely. I don't want to bash any manager and say that I know better.
What I would like to imply is that the industry as a whole, is incredibly obtuse and weighed down by ineffective tools and painstaking processes of making small things work, and sadly, these guys get to bite the bullet when the true budget-sheets get out.
Hopefully, things do get better and more effective.
This thread...
Is there a word for a feeling that's a mixture of disgust, awe, fear and incredulity? Because that's totally what I'm feeling now.
NeoGAF.
This is not a bad thread, because even if you've got people doubting those numbers out of ignorance, it is educational, for them (once they come around and accept the truth) and especially for others. It also provides a better frame of reference for future discussions, so I can't see how this is nothing but a good thread.This thread is clearly evidence that this is a conversation that really needed to happen.
...But it still makes me sad that being honest spawned what may be the worst thread on GAF.
Wonder why more devs don't post openly here? You're looking at it.
I fully expect people to be ignorant of how this stuff works, which is why I provided the breakdown I did. It's one thing not to believe me, but I'm really confused why people are doubting Seth Killian and David Lang?
You stated above that you want to get into the industry but have no experience in it. Even when the costs and the reasons for the costs have been outlined by numerous people (especially Noogy and RagingSpaniard) in the previous pages of this thread and in incredible detail, you still maintain that you think that the industry is obtuse and ineffective in it's approach.I never called them crappy, or that they don't do a good job, but that there will always be ways to make things easier and cheaper. In this case, those ways would definitely lead to a worse game, as in making hit-boxes defined by an algorithm which could break the game and make it awfully balanced.
No disrespect to anyone working on the game.
No need to be angry. At this point only thing I could do is go back and edit my posts, which I wont since that would be incredibly cowardly.
So all in all, I think you can definitely trim the fat off that 150k and make things smoother. Would not mean a better product though, could mean a worse product most definitely. I don't want to bash any manager and say that I know better.
What I would like to imply is that the industry as a whole, is incredibly obtuse and weighed down by ineffective tools and painstaking processes of making small things work, and sadly, these guys get to bite the bullet when the true budget-sheets get out.
Hopefully, things do get better and more effective.
What I would like to imply is that the industry as a whole, is incredibly obtuse and weighed down by ineffective tools and painstaking processes of making small things work, and sadly, these guys get to bite the bullet when the true budget-sheets get out.
Hopefully, things do get better and more effective.
I mean, we don't have any money. That's pretty indie, right?
We don't have an office, and are all working from home. That's totally indie.
Actually, the best thing I've been able to come up with that distinguishes and indie studio from an independent studio is whether or not they have dedicated IT staff.
While I did come up with this at the bar with one of the Skulls of the Shogun programmers, it basically boils down to this: if you need full-time staff to maintain the company infrastructure, you're not longer small enough to be "indie."
Eh, wouldn't the most obvious definition be whether or not you have publisher funding. Which I guess would mean you're indie now, but not during the game's production.
I get that not every character has the same proportions, but I always feel that hitboxes should be the same for all characters. I don't really care if it looks strange that technically an attack is too high to hit a shorter character. I want all characters to have the same vulnerabilities to attacks.This thread is clearly evidence that this is a conversation that really needed to happen.
...But it still makes me sad that being honest spawned what may be the worst thread on GAF.
Wonder why more devs don't post openly here? You're looking at it.
I fully expect people to be ignorant of how this stuff works, which is why I provided the breakdown I did. It's one thing not to believe me, but I'm really confused why people are doubting Seth Killian and David Lang?
These are the same people that helped us out with hitboxes at Reverge. They're hand-picked friends of Mike's, and fighting game players themselves. They do it in their free time over the course of a few weeks while Mike implements the characters.
Hitboxes are an important element of the design, and really time-consuming, because you need to precisely tune them on 1500 frames of animation. If Mike had to do this himself it would make it hard to do the stuff only he can do, which is implementing and balancing the character, and probably significantly increase the development time of the character.
What people don't seem to understand is that you use contractors to save money by eliminating bottlenecks. Because Mike is free to focus on the things only he can do, that is time we don't have to worry about paying the rest of the staff.
Yeah, no - these are our actual costs.
There is virtually no overhead in those figures, because we don't have an office, no one is getting health benefits, and everyone is using their own computers. We're all working from home, tracking the project online. And during the development of the game, Mike and the artists frequently worked 80-100 hour weeks.
Some are necessarily estimates, but they're educated ones. For example, it's impossible to know what testing will actually cost, and I budgeted about half of what we spent testing the first patch. And I'm honestly concerned that it's not going to be enough.
In meetings people that actually know what they're talking about say that we are incredibly cheap and efficient. Out of the 100s of animations we made for Skullgirls, only 3-4 went unused. And, as RagingSpaniard can unfortunately attest, we pay our animation contractors very little - about half or less of what some other studios do, and I wish we could afford to pay more.
And, to the people saying "just test it yourselves" - that is not how reality works. We have to pay Konami's QA department test the patch for us so we can submit it and, hopefully, get it through on the first try.
The rewards are budgeted for what we perceive could be the "worst case scenario," like if we funded it entirely through some of the higher tiers with a higher cost of goods for the rewards.
It's clearly stated in the Indiegogo campaign - the budget for the core game was $1.7M, and the cost for individual characters was between $200-250k at more normal (but still below industry average) salaries.
Also, that actually only really covered development of 7 characters, because Filia was already basically completed when we signed the project with Autumn games.
Let's not forget that your sole contribution to how things should be less bloated is that people should record sound in their bedrooms.
You're off to a great start.
You stated above that you want to get into the industry but have no experience in it. Even when the costs and the reasons for the costs have been outlined by numerous people (especially Noogy and RagingSpaniard) in the previous pages of this thread and in incredible detail, you still maintain that you think that the industry is obtuse and ineffective in it's approach.
You also say that you don't want to "want to bash any manager and say that I know better" and then say exactly the opposite with "What I would like to imply is that the industry as a whole, is incredibly obtuse and weighed down by ineffective tools and painstaking processes of making small things work".
What tools? You never specify.
What processes? You don't know.
I get that not every character has the same proportions, but I always feel that hitboxes should be the same for all characters. I don't really care if it looks strange that technically an attack is too high to hit a shorter character. I want all characters to have the same vulnerabilities to attacks.
I get that not every character has the same proportions, but I always feel that hitboxes should be the same for all characters. I don't really care if it looks strange that technically an attack is too high to hit a shorter character. I want all characters to have the same vulnerabilities to attacks.
I get that not every character has the same proportions, but I always feel that hitboxes should be the same for all characters. I don't really care if it looks strange that technically an attack is too high to hit a shorter character. I want all characters to have the same vulnerabilities to attacks.
Problem with that is that not all characters look the same and thus will end up looking different at the sprite level.
Should a person get hit because they have a scarf flailing around? No. But if you use that same hitbox then a skeleton will get hit from 2 feet away.
If budget is a concern, then maybe yes, there are ways of doing things really DIY.
Coding can be a slow process, animation can be a slow process, modelling can be an incredibly slow process.
Maybe a tool that makes it easier to create code which works more directly without the need to worry about it glitching in the most absurd ways possible? Maybe a tool that allows anyone to create a level with their hands and fingers, laying out textures based on the most simple cells and creating natural objects on random so they are all unique? Maybe a tool that allows anyone to sculpt a model with their hands?
And I said it could be because of bad management, because if they go online and talk about how they don't spend money on an office, or can't pay health insurance, then that sounds like something's not working the way it should, and that they are suffering because of it. If they aren't and if they are happy with their life's work, then who the fuck am I to be concerned about?
And maybe it's just because I'm a generally sarcastic guy, but the whole post about recording in a bedroom, was not dead-serious about how that's the way developers should do it. More a fun-fact that Supergiant Games, managed to create all of that amazing dialogue, in a bedroom with towels.
Maybe a tool that makes it easier to create code which works more directly without the need to worry about it glitching in the most absurd ways possible? Maybe a tool that allows anyone to create a level with their hands and fingers, laying out textures based on the most simple cells and creating natural objects on random so they are all unique? Maybe a tool that allows anyone to sculpt a model with their hands?
You have no basis for comparison, but still say we could be doing better?
Why do you think you're in any position to judge our costs, or determine that we have any "fat" at all?
Hell, not just us, but how about the industry as a whole?
And do you not get that we are working for near minimum wage? In a highly technical field with compensation that's well above average for the general populace? And no benefits? Your english suggests that maybe you aren't American, so maybe you don't understand that we don't get healthcare.
We're making huge sacrifices to keep this game going and the team together, you're telling us that we're not doing well enough. And your justification for that is because you have a feeling, with literally zero grounding in reality.
Anyway, if can manage to stifle your arrogance and presumption long enough to pass a job interview, please report back and tell us how things are. Because I expect your tune will have changed, and I hope you'll be broken and humbled enough to eat some crow.
Well, like I said, the hitbox should be the same for all characters. If a character has a scarf that floats outside of that standard hitbox, it doesn't get detected as a hit. I'm not sure you and I are meaning the same thing here. I'm saying if you have a really fat character and a really skinny character, they should have identical hitboxes. If that means you end up seeing attacks clipping through the fat character that don't hit and attacks that look to slightly whiff the skinny characture but do hit, so be it. Just hide it with some hit effect around the area. I'd prefer balance over realism in this aspect.
What? This is a preposterous proposition. Allowing moves to hit all crouching opponents is one thing. Homogenizing hurtboxes is ridiculous.
Well, like I said, the hitbox should be the same for all characters. If a character has a scarf that floats outside of that standard hitbox, it doesn't get detected as a hit. I'm not sure you and I are meaning the same thing here. I'm saying if you have a really fat character and a really skinny character, they should have identical hitboxes. If that means you end up seeing attacks clipping through the fat character that don't hit and attacks that look to slightly whiff the skinny characture but do hit, so be it. Just hide it with some hit effect around the area. I'd prefer balance over realism in this aspect.
Coding can be a slow process, animation can be a slow process, modelling can be an incredibly slow process.
Maybe a tool that makes it easier to create code which works more directly without the need to worry about it glitching in the most absurd ways possible? Maybe a tool that allows anyone to create a level with their hands and fingers, laying out textures based on the most simple cells and creating natural objects on random so they are all unique? Maybe a tool that allows anyone to sculpt a model with their hands?
And I said it could be because of bad management, because if they go online and talk about how they don't spend money on an office, or can't pay health insurance, then that sounds like something's not working the way it should, and that they are suffering because of it. If they aren't and if they are happy with their life's work, then who the fuck am I to be concerned about?
And maybe it's just because I'm a generally sarcastic guy, but the whole post about recording in a bedroom, was not dead-serious about how that's the way developers should do it. More a fun-fact that Supergiant Games, managed to create all of that amazing dialogue, in a bedroom with towels.
Maybe a tool that makes it easier to create code which works more directly without the need to worry about it glitching in the most absurd ways possible? Maybe a tool that allows anyone to create a level with their hands and fingers, laying out textures based on the most simple cells and creating natural objects on random so they are all unique? Maybe a tool that allows anyone to sculpt a model with their hands?
I get that not every character has the same proportions, but I always feel that hitboxes should be the same for all characters. I don't really care if it looks strange that technically an attack is too high to hit a shorter character. I want all characters to have the same vulnerabilities to attacks.
That's not balance. How the hell are you going to know the range of your normal when your fist goes inside a fat guy's sprite and completely whiffs?
Lets say you make those tools, how are you getting them made? Do you know how many engineers and producers you need? How much money do you need? How much time its gonna take and how you manage being unable to work on the game while those tools are being developed?
How do you know they dont already have those tools to begin with? How do you know they dont already have processes in place that allows them to save time and money? Why do you think fighting games are the last thing studios want to make?
Maybe a magic lamp with a game-creating genie inside?
That's better than having bigger characters who are ridiculously vulnerable to attacks and smaller characters who can simply dodge attacks due to their small size. A little bit of clipping isn't a big deal. Obviously, you wouldn't want it to look like your character is punching 8 inches into their gut with no effect.
However in the concept of them having the same sprite draws and position, it is passable. But a fighting game is far different. Each character attacks differently and move differently, which in turn affect the hitbox. Ken and Ryu would probably have very similar hit boxes given near identical sprites and motion. But Zangief and Dhalsim have wildly different hit boxes just from their vastly different fighting styles.
In the end you're doing hitboxes manually.
Seriously, I'm an idiot from Sweden, why should it matter what I'm thinking or saying on the fucking internet?
Well, like I said, the hitbox should be the same for all characters. If a character has a scarf that floats outside of that standard hitbox, it doesn't get detected as a hit. I'm not sure you and I are meaning the same thing here. I'm saying if you have a really fat character and a really skinny character, they should have identical hitboxes. If that means you end up seeing attacks clipping through the fat character that don't hit and attacks that look to slightly whiff the skinny characture but do hit, so be it. Just hide it with some hit effect around the area. I'd prefer balance over realism in this aspect.
What are you talking about? I didn't say anything about crouched characters. I said shorter character. If one character is 7" and the other is 4 ft, I don't want the 7 ft character's high attacks to whiff the 4 ft character. Give them the same hitbox, even if the hitbox doesn't perfectly match the character model.
Well, the comment about the tools is not really relegated to these guys making Skullgirls.
I'm just saying that the industry is a lot more ineffective than it could be, and that there should be more tools, which should be developed by high-end engineers.
Well you won't make any progress with that attittude.
Photoshop is pretty mindblowing if you go back 25 years, and definitely a result of people saying image-editing is too slow and therefore craving a more advanced one.
Well you won't make any progress with that attittude.
Photoshop is pretty mindblowing if you go back 25 years, and definitely a result of people saying image-editing is too slow and therefore craving a more advanced one.
Seriously, I'm an idiot from Sweden, why should it matter what I'm thinking or saying on the fucking internet?
So basically:
1) Have the novel idea to somehow have the ability to do more work with less effort.
2) ???????
3) Revolutionize game development.
I'll repeat myself:
Large hurtboxes exist FOR balance purposes. It's one of the disadvantages of having a larger, and presumably more powerful character with more health. This isn't Oddjob in Goldeneye, where every character is the same except for their height. Smaller characters generally have less health as well.
You probably don't play a lot of fighting games, but I assure you that this is not as good an idea as it sounds.
That's better than having bigger characters who are ridiculously vulnerable to attacks and smaller characters who can simply dodge attacks due to their small size. A little bit of clipping isn't a big deal. Obviously, you wouldn't want it to look like your character is punching 8 inches into their gut with no effect.
I play plenty of fighting games, and it's been one of my bigger complaints with fighting games. For example, Kuma has a bigger hitbox than most characters in Tekken. This causes him to get hit by moves. For example, Bruce's b2 is a mid attack that is quite strong. When Kuma is laying on the ground idle, it only hits Kuma/Panda. There is no reason for this to be. It isn't balanced. It's just an unrealized consequence to him having a larger hitbox. Another Tekken example is that all female characters have a slightly smaller hitbox. This causes certain combos to only work on males. How is that balance? Male characters don't have any sort of universal strength over female.
I play plenty of fighting games, and it's been one of my bigger complaints with fighting games. For example, Kuma has a bigger hitbox than most characters in Tekken. This causes him to get hit by moves. For example, Bruce's b2 is a mid attack that is quite strong. When Kuma is laying on the ground idle, it only hits Kuma/Panda. There is no reason for this to be. It isn't balanced. It's just an unrealized consequence to him having a larger hitbox. Another Tekken example is that all female characters have a slightly smaller hitbox. This causes certain combos to only work on males. How is that balance? Male characters don't have any sort of universal strength over female.
Ok, so you're completely out of touch with reality. I guess I'll give it one more try.If budget is a concern, then maybe yes, there are ways of doing things really DIY.
Coding can be a slow process, animation can be a slow process, modelling can be an incredibly slow process.
Maybe a tool that makes it easier to create code which works more directly without the need to worry about it glitching in the most absurd ways possible? Maybe a tool that allows anyone to create a level with their hands and fingers, laying out textures based on the most simple cells and creating natural objects on random so they are all unique? Maybe a tool that allows anyone to sculpt a model with their hands?
And I said it could be because of bad management, because if they go online and talk about how they don't spend money on an office, or can't pay health insurance, then that sounds like something's not working the way it should, and that they are suffering because of it. If they aren't and if they are happy with their life's work, then who the fuck am I to be concerned about?
And maybe it's just because I'm a generally sarcastic guy, but the whole post about recording in a bedroom, was not dead-serious about how that's the way developers should do it. More a fun-fact that Supergiant Games, managed to create all of that amazing dialogue, in a bedroom with towels.
Thats far closer a balance issue and not a hitbox/hurtbox issue.
I'm going to stop singling out and responding to you, and I think everyone should, too. Because you seem to legitimately believe that your ideas and opinions are valid, and until reality forcibly and painfully disabuses you of that notion, you are literally unreachable and unfixable. And I hope a mod sees this and gives you that tag.