I find it interesting that they switch to using lualu from roblock as the scripting environment. I am always curious why so many games techs use Lua for scripting. Especially when designed from scratch
It’s pretty much free to integrate Lua into a game at this point. Anything that can consume a C runtime can embed Lua scripting into itself. As such, we’ve been seeing it as a go to scripting environment for everything from Baldur’s Gate 1, to Warcraft III, to modern titles like Roblox.
Northlight technology in Alan Wake 2
261–270 of 274 posts
Re: Northlight technology in Alan Wake 2
#262The lightning is really gorgeous in the game and as always I think raytracing is not really worth the performance impact if. The game looks almost the exact same without.
I wonder if you could tune the lightning in UE5 to look like that, I always wonder how much of a games looks is actually the engine and how much is just the art direction and the devs skills to get out of the engine what they want.
I think the game itself was rather disappointing. Too much walking sym, combat was downgraded and less fun, made worse by too few save points at times so you fear to die to not get annoyed to do sections over and over again that makes you hesitant to play on hardest difficulty.
Conclusion wall is way to basic and simple you can just quickly trail and error it. And it FORCES you to advance things on the wall that are clear anyway. I had it only one time where I left it for a while and when I look back into it she was like "we already got this" and put on a bunch of cards automatically, but generally speaking you need to advance it all the time. There is one situation, there is a place, where a reviewer passed by countless times and it turns out the key item you need ONLY appears when you advance the wall. Kind of stupid game design.
Its a movie game mostly, a "press button to advance story" game. The first was like that as well but I think it had better and more gameplay, better pacing that was actually fun.
Writing was obnoxiously pretentious and dragged on for too long. After 10 hours the same Alan Wake tropes get repeated over and over again and the game ends is a cliffhanger to shill some DLC. Really makes me loose my last bit of faith in the gamers, I already do not trust game "journalist" anymore for a long time but I at least could rely on userscores in the past, this game is like praised into high heavens by everyone for no reason. The best think it has to offer is graphics but they to not make for a good game.
There are large areas in the game the story does not even lead you though, just some stupid collectibles and these boxes with stuff you do not need. I did not even find the crossbow and did not care to look up where to find it, just had a bunch of arrows. I think the game got many people a boner because of the graphics and their brain shut off. The actual game is actually not that good.
And not to forget now how insanely woke the beginning of the game is, thanks to Sweet Baby Inc. they hired to rewrite the game with some woke trash dialog in the beginning and of course the race swap of Saga who was written a white Fin women. Her self made sweater does not fit her at all. 0.5% of Finnish women are black but hey DIVERSITY so they could just keep the story and hot two birds with once stone. My issue is not that she is black, my issue is that she was FORCED in by a company that should not exist, accompanied with woke cringe dialog. Because Remedy does not really care but is taken over by the woke mind virus. If they come up with a original story with a black lead they write themselves I am all for it, but not like this. But nobody cares and I am going to get downvoted for this, I know how it goes.
Re: Northlight technology in Alan Wake 2
#263Earlier quoted context omitted.
That's technically not true – they've licensed it out to Facepunch to create a sequel to Garry's Mod (which was one of the most popular Source 1 games): https://sbox.facepunch.com/about/ . It is the only one we are aware of though.
Probably because it's still incredibly buggy? That's my impression watching some of the videos posted to the counterstrike subreddit.
Re: Northlight technology in Alan Wake 2
#264Earlier quoted context omitted.
GTA IV's tech was quite ahead of its time (2008), with the integration of Euphoria (which had to be integrated in-house by NaturalMotion engineers inside Rockstar's studio @ Edinburgh). The other comment correctly pointed out that NaturalMotion was acquired by Zynga, who in turn got acquired by Take-Two (parent of Rockstar Games).. So who knows, perhaps we'll still see an updated version in the sixth major instalment…
Euphoria was used for a subset of animations, for the most part traditional mocapped animations (and a lot of them) were used to drive character movements. I don’t know if motion matching was used on GTA4 but it was on other Rockstar games at the time and subsequently. Characters blended to the hand written, custom, euphoria behaviors in certain situations… it handled falls, stumbles, deaths, etc. Generally it replac…
Re: Northlight technology in Alan Wake 2
#265Earlier quoted context omitted.
It’s pretty much free to integrate Lua into a game at this point. Anything that can consume a C runtime can embed Lua scripting into itself. As such, we’ve been seeing it as a go to scripting environment for everything from Baldur’s Gate 1, to Warcraft III, to modern titles like Roblox.
World of Warcraft used Lua, but Warcraft III used a proprietary language called JASS.
> See World Editor Updates for more details on many additions and improvements including beta support for Lua
Re: Northlight technology in Alan Wake 2
#266Earlier quoted context omitted.
CDPR makes Red Engine for their games, but has been using Unity and UE for other titles. Bethesda didn't create Gamebryo. Gamebryo was an extremely prolific game engine back in the day made by a now-defunct company, Numerical Design Limited thogh the rights live on. Gamebryo was used by Rockstar, Firaxis, Ubisoft, and others, including some current Korean MMOs. Bethesda did indeed use it as the basis of their Creatio…
> The death of in-house engines is one we should be sad about, because it creates a monoculture of game vision—more games will be more similar then they are different—it's easiest to use defaults when you have other decisions to make. I'm not so sure about that. We've seen incredible innovation on top of Unity and Unreal (and Gamebryo still). There are some tell-tale signs a game might be running on one engine versus…
My limited exposure to it (via s&box) is extremely positive, the hammer mapping tool is absolutely amazing to work with, and from what I've seen way ahead of unity / unreal on this front at-least.
Re: Northlight technology in Alan Wake 2
#267Earlier quoted context omitted.
Amazing game. Goes in the rare category of truly singular games that have no peer. Manhunt(PS2 version) is another.
I really enjoyed that game but I made the mistake of trying to finish my highway before beating what I think was the final boss so I burned out and never finished it.
Re: Northlight technology in Alan Wake 2
#268Earlier quoted context omitted.
> It certainly doesn’t affect me or any consumer. $ ./EpicInstaller-15.17.1.msi bash: ./EpicInstaller-15.17.1.msi: cannot execute binary file: Exec format error Turns out Epic doesn't work on my platform of choice. Apparently it does affect me. Certainly.
Neither does steam on my opened router. This is a nonsensical argument.
Of course it's their choice where to release it, but saying, specifically, that it doesn't affect any consumer is just plain wrong.
Re: Northlight technology in Alan Wake 2
#269Earlier quoted context omitted.
It's always a tradeoff between responsive movement and realistic movement. RDR2 has very realistic animations, with the tradeoff being slightly "floaty" controls. Personally I prefer snappy movement i.e. when I press left the screen character moves left immediately. A more realistic looking animation system introduces a delay while you wait for the feet animation to "catch up" to player input.
I guess the problem there is pretty fundamental - in reality you'd be tensing muscles and shifting your weight etc before the snappy movement, but the game only knows that you want to move when you move the stick or push a button - so it either has to show that realistic motion after your button press and introduce latency, or sacrifice the realism in the animations.
Re: Northlight technology in Alan Wake 2
#270Earlier quoted context omitted.
> Cyberpunk 2 (w/e it ends up being called) is still on their in house engine. How sure of that are you? There are several reports that the sequel to Cyberpunk 2077 will be using UE5 as well. As in, CD Projekt Red have purposely switched all future projects to UE5. * https://screenrant.com/cyberpunk-2077-phantom-liberty-dlc-la... * https://kotaku.com/cyberpunk-2077-phantom-liberty-expansion-...
I can confirm that all future games at CD Projekt RED will be using Unreal Engine. Unless of course something changes during the development of the next Witcher game and they decide to go back to RED Engine.