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Discussion in 'UO Developer Feed' started by UODevTracker, Jul 20, 2009.
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I just wanted to pop in to say "hello". I haven't posted here in a while and hope you are all doing well.
Oh! I LOVE raffles! ;-)
Oh, and as far as the first item in your post, if you have specific questions, I might be able to answer them. However, before you or anyone for that matter takes the time to write them out, please make sure your time is not spent in vain and ask genuine questions, not thinly or completely unveiled griefs. It'd be a waste of your time as I will not respond. As anyone who's read my posts on this board knows, as long as the intent is genuine, I do my best to respond to all constructive critiques positive and negative.
Ohhh, that's a tough one. I'll get back to you on that.
"We at the Federal Bureau of Investigations do not have a sense of humor that we are aware of."
Wow. Good question. Well, firstly, we've have truly phenomenal support from engineering without them the prospect of supporting the two clients at all would be enough to make me take "the blue pill". But, thanks to engineering, as far as animations go, engineering has made significant improvements to the legacy client animation system which, coupled significant upgrades to the animation pipeline, makes supporting the 2 clients with animations practically seamless. There is still quite a few difficulties, but we're unraveling those kinks as we go. As far as the UOSA client supporting both types of animation systems, well even from just the art perspective, that's a rather daunting task, but not insurmountable. It's a good suggestion and we'll keep it mind.
Another good question. The term "graphics" encompasses a lot. "I don't like how <fill in the blank>" provides a direction to the conversation. To quote the Middleman, "Specificity is at the heart of good communication."
And, "graphics" in general is constantly being worked on.
Perhaps we have a conflict of terminology. Allow me to provide my subjective examples:
Gripes:"I don't like how <XXX> looks because..." or "Why did you guys do <XXXX>, I like the old way better because..."
Griefs: "You guys need to get your heads out'a yer you know whatsies..."
<Although I'm totally making that grief comment up. I can't imagine anyone saying something like that.>
Gripes can be constructive, and provide valuable feedback. I see griefs as dead end comments designed to be wholly unproductive aside from allowing someone to vent anger.
Excellent suggestion. I'll remember it.
We've talked about adding more legacy styled GUMPs, but this is something we'll tackle as time permits. We've also discussed the possibility of providing higher resolution animations at a later date, but right now that's kind of on the shelf due to more pressing matters.
I think this falls into the "hard to see items" category. i hadn't thought of changing the backpack background, but I'll remember it as an option. Thanks!
You're point is well taken Dermott. As you know, our big thing was stability, everything we add after that is icing. We're always looking into way to improve quality while trying to maintain stability and accessability.
Thanks Hildebrand, we're really working hard to blend both worlds better!!
Question 1: Engineering and Design worked together to determine how vendor bags would be implemented. I'm sure that they are the way they are for good reason, but if it's just s matter of not having the different view style implemented yet, I know one of them has that task in the back of thier head, and hopefully will have to time to implement it. If not, well, those people are like coding Veloceraptors.... "... they remembaaa...."
Question 2: I think that if we get enough feedback to support it, then it'll most likely come up. I don't know if it's scheduled for this release, but as you know we're constantly implementing player feedback even between major publishes.
I'm really glad you've had such a positive experience! As for the money issue, what I can say is that Mythic as provided UO with tremendous support.
Oh yea - and the animator (Stu "Grumpy") responsible for those animations is no longer with us -in a business sense. But, yes, he's a great animator.
Well, here's some data you might find interesting:
#of assets processed during the course of UOSA developement: 795.
# of animations processed during UOSA developement: 27,528.
# of finalized frames of animation processed during UOSA developement: 1,326,685.
# Time it would take to watch all the UO animation frames in a theater: 15.4 hours.
Other things to note:
- all assets have been processed several time over.
- These number are POST optimization, meaning that many assets are not using the full compliment of frames - if they did you could probably double the # of rendered frames.
Sooo, I miss a few sometimes. But it doesn't mean I don't care! But we'll get em!
Are you referring to the colors of the UI? We were really going for something more subdued, with a nod to the legacy UI by sticking with predominantly stone with gold and silver embellishments.
Thanks for the kind words, and that's an awesome name for a dog.
Actually, it does. But being a professional game artist means that you have to look at it as an opportunity to learn, and do your best to grow even from your failures.
Always good to see you Crysta!!! Hope all is well!
NOK! Good to see you!!!
1. It doesn't do that? I wasn't a part of the environments team, so I wasn't aware of that. Please send that in as a bug (if you haven't already) I'll see what I can see on this side.
2. 2D fixes are much more involved than SA art fixes. It most likely will not be for a while given our current workload.
3. HA! Ok, now I feel bad for Earstblood. I'll go get him going! Thanks - the last thing I need is a dragonborn character angry at me.
You and I have similar feelings about the paperdoll. I know that we want to update the male paperdolls, but I'm not sure of where that is in our scheduling.
I'm really glad you like the Ethereal horse, actually, it's current state is the result of another artists work, Mike. I'll pass on your compliments to him!!
On the rider offset note, the rider offsets are in the works to get fixed, so don't worry, that's a pretty high priority for us.
Contrary to Canary's belief, I'm not "in charge" of art. Anything that you guys bring up that I think is a good idea, I have to submit to the Art Director and Producer for approval. And then we have to see where it lies in our priorities,and honestly, right now, we're very, very, busy.
For general information (again), I was the character lead for UOKR, and about 50% of the creatures for UOSA. Where we are now in regards to the quality of characters is miles above where we were in UOSE and UOML. Now there are always instances where you wished certain things came out better or differently than they did, but generally speaking, things are waaay better.
Oh, CG Supervisor is a technical position. I manage the art tools and art development pipeline.
Thanks, cloak - all the way around.
LOL - No, but that didn't help.
I think it would be pretty cool. Not very easy from a technical side, but cool. I have to say I'm with Supreeme on this, I think it would be great as an optional download, but I'm not sure about it coming with SA by default.
This will be my last acknowledgment/response to you. It's obvious to me that you are very disappointed in many aspects of UOSA, not the least of which is graphics, and despite you being rude, disrespectful, and purposfully misinterpretive, it still matters to me. Graphics quality is a constant, never changing priority for me and the team as a whole, and we will strive to continue to improve them.
Exactly. Establish a baseline, then progress from there.