Oh god the Escudo in GT3 is hilarious.
It was essentially a rally-tuned Suzuki Grand Vitara that really has no place in the game as it was designed to run Pikes Peak⦠but that track was cut during development. I remember maximizing the tune on the Escudo back in the day and causing that same wheelie glitch and immense speed. I brought my memory card to school to show my friends the replay.
How do you get a Supra skin over the Escudo though?
i assume emulator hacking to get car X over car body Y. The way the escudo glitch works is really interesting: the game computes downforce on the surface of the car, but in the down direction relative to the surfaceās geometry, and it scales due to speed. so this causes a positive feedback loop when the car is doing a wheelie to have the air push the car forward instead of down, because itās now at an angle and that ādownforceā becomes āforward forceā and itās possible with the Escudo because it has such a huge wing
From the handful of people I know whoāve worked there, I would say that DF is definitely an outlier in the game dev universe. Theyāre still pretty small, and people who work there really want to work there, which means that thereās a greater two-way affordance of trust. Not that itās perfect by any means; itās pretty exceptional compared to the rest of the industry though.
cool, well, I guess Iāll watch the rest of the series wistfully wondering what could have been
yeah it definitely seems like an exceptionally kind and forgiving setup there. However, about midway through the series, there are some dark moments that did remind me of a lot of dark stuff Iāve seen in gamesāfor example, teams falling apart emotionally and losing trust for one another while a leader keeps pretending everything is fine.
I wonder⦠if this was about the worst of game dev, there might there have been less clear space for the audience to see through to some of the more basic stuff (how do big multidisciplinary creative teams work, what is a game production cycle like, etc) that it seems interested in illuminating?
I know that when I was in my worst game dev situations I wasnāt learning shit about how to do game dev correctly, I was just learning about how to shield myself from endless pain. I bet if a documentary crew had filmed those times I lived through, they woulda just gotten footage of me crying and shit, haha. Nothing educational re: the industry.
Both important things to learn about the industry. Er hm actually the more accurate statement would simply be
how to do game dev
although that actually sounds a little too caught up in itself anyway, itās really
how to make games
It wouldnāt have been very educational about the craft of making games.
It would have been very educational about the industry.
i mean, sure, we can semantics slice this any way you want, but I do think that people are more ignorant about some of these very basic games production things, department conflict risks, āwhat work has to happen in what orderā etc questions. I honestly think that people in general are much more ignorant about these things than they are ignorant about the fact that the industry is extremely abusive. Itās nowhere near perfect, but Iāve read a lot of quite good reporting about the abuse topic over the last decade and Iāve seen people respond to reportage on studios where I actually worked. But when it comes to those super basic lessons about how the work is done⦠well, I think the last time I saw something made for the general public that was this detailed about game development, it was the time yoshi p explained, like, velocity tracking on Noclip for 30 mins, lmao. And I do think that this is a really crucial thing to learn about the industry! I knew about EA Spouse when I joined the games industry but I didnāt really know what a producer did.
What Iām trying to say is that there is quite a lot that you can teach audiences from the example of a more-functional studio that you cannot teach them by showing them your average trash fire studio where processes are obscured by conflict, and nobody does any structured thinking or planning, haha. Iām pretty sure that half or nearly half of all the english speaking gamers on planet earth know that my workplace was abusive, but most gamers could not even begin to attempt describing my job. I think it would be cool if they could, and I donāt want their learning to stop at āshitās abusive and nobody gets anything done.ā
And the reason I said nobody would have learned anything from watching me cry in my own life is that I was there, lmao. nobody got anything done.
I zone out to one of their mixes every Monday when I make chili and get shitfaced (literally now)
Guess itās proof that a decent working environment doesnāt necessarily lead to good games SLAM
Thereās cool stuff in this video but comparing a console that cost $700 and surely required a development kit (or at least an expensive computer) and actually paying to publish games to fuckinā itch.io is just one of the most bonkers things Iāve heard in awhile, I was gnawing at my cheek throughout the whole intro, it is just so stupendously wrong and requires one to ignore, yāknow, every computer released during the 90s!!
?! ?! ?! ?!
IāD LIKE TO THINK IāM UNIQUELY QUALIFIED TO OBJECT TO THIS
Thank you for linking this though itās got cool stuff aside from the first few minutes