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Joined 1 year ago
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Cake day: April 10th, 2025

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  • No prob!

    Full disclosure: I’ve not used it yet myself, your post here spurred me to do some web searching.

    I know there also like uh… Terrain3D, not sure if MTerrain is still sctively developed but I think it is… and then there’s uh… shoot I forget the name, but theres a well done addon for making basically linked and tweakable roads.

    Granted, thats all geared toward large scale, more outdoors focused maps, but… yeah generally, it is kind of annoying that Godot could do a bit better in the map design/editor department.

    There are though a number of different kinds of approaches to ‘solving’ that problem, some in engine, others kinda lile this Meridian doohickey where it is basically: use another program as the editor and make the pipeline actually work.

    Like uh, for rigging character models and such, ReGodotIfy is pretty good for Blender -> Godot for setting up characters, and I think it would well handle just static/dynamic objects as well.

    Theres also Gaea, which looks to be pretty solid foundation for a kind of, plug in, 2d procedural map gen type thing… theoretically you could take what it outputs snd then basically treat it as layers of a cake that comprises a 3d map, something like that?

    I’ve been off and on tinkering with a somewhat similar concept… maybr if I ever finish it (to my liking) I’ll post it here.





  • See there are a couple of problems with this plan.

    1] Emil Pagliarulo is complete self-sucking hack at this point, who quite literally could not write a coherent, engaging story, with characters that actually act and speak like human beings, in a world that is actually consistent and makes sense… if he tried.

    As evidence of this, please see anything he’s done in the last decade.

    So unless you’re gonna fire him and everyone he’s molded, no shot.

    He was also the design director of Fallout 76 and Starfield.

    Which are essentially perfect examples of both incompetent game design and execution of ssid design.

    Literally, he is the primary problem with Bethesda as a game developing company.

    2] The entire problem is that you, like the rest of AAA gaming, have the game dev prioritization backwards.

    You want the actual experts to fix and refactor the engine. Having contractors do all that for the last decade plus is why everything is broken now; bandaids upon bandaids produces code necrosis.

    Assets, on the other hand, are broadly much simpler, (presuming you habe templates and standards as determined by the engine), and there are way more people who can produce quality assets than there are people who can fix and refactor core engine code competently.

    The problem that now exists, not just with Bethesda, but many game dev studios, and engines… is that there have been so many things contracted out for so long that nobody, literally no one actually has both a broad and deep understanding… there aren’t any experts any more.

    Another great example of this is the attempt at the new engine for Halo Infinite. They just hired a bunch of contractors to overhaul the existing engine… almost none of them had ever used it before. They did their best, it was not enough, snd then they all got let go.


  • Yeah, we know Bethseda does not have ‘the engineering knowhow’, we’ve known that for like a decade now.

    That the author considers this ‘an eyebrow raising assertion’ betrays that they understand nothing about games on the backend, or how development actually works.

    Avellone argues there’s a unique roadblock with New Vegas: “the very last milestone” Bethesda gave Obsidian Entertainment was to “deliver all the source code and the ability to make the build” for $10,000.

    “For reasons unknown to me, but I have suspicions, [Obsidian studio head] Feargus [Urquhart] decided not to cash out that milestone, and did not deliver it,” says Avellone. "It’s not a strange decision if you feel, which would not be out of the realms of possibility, that the New Vegas experience cheated him out of X amount of money.

    You pull away all their bonuses, a decade ago, for missing a review score mandate by one point.

    For a game with barely enough dev time allocated to it, for a dev cycle that would have been 100% crunch before crunch became a term people use.

    Its the best 3D Fallout game that exists.

    Its a game that largely revolves around revenge on some asshole who fucked you over.

    And Bethesda wants to now remake it, probably looking to make a lot more than $10k.

    Yeah, gee, I have no idea why they didn’t go for that last stretch goal, yep, no clue.

    EDIT:

    Now excuse me while I laugh, and whistle Heartache by the Numbers.