twisty on 21/6/2013 at 15:40
I can't imagine how they can claim in all seriousness that it is a "safe" form of travel. Overhead power lines, accidentally landing in heavy freeway traffic, young children taking it for a spin... It looks like fun but goddamn
demagogue on 21/6/2013 at 17:34
The Unknown Game
I haven't seen devs take such an academic approach to gaming since, well, Looking Glass. Count the academics working on it. Looks like it's going to be the ur-procedural game, for the fantasy genre anyway.
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faetal on 21/6/2013 at 19:03
Quote Posted by twisty
I can't imagine how they can claim in all seriousness that it is a "safe" form of travel. Overhead power lines, accidentally landing in heavy freeway traffic, young children taking it for a spin... It looks like fun but goddamn
Can you imagine the mayhem if even 1% of people travelled like this?
demagogue on 21/6/2013 at 21:22
How about this?
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catbarf on 21/6/2013 at 23:46
As far as aircraft go, that flying bike seems actually pretty safe. No extremely volatile fuels, keeps to low speed, aerodynamically stable, and remains aerodynamic during power loss, not to mention it always has a parachute deployed. Also remember, 25mph is an extraordinarily low speed for any aircraft.
It'd still be enormously dangerous to try to take off and land in any crowded area but if you have an open field (even just like a public park or something) I can't see it being any more dangerous than, say, a motorcycle. Once up in the air there's not much that can go wrong.
My main questions would be fuel capacity and retail price.
twisty on 22/6/2013 at 13:50
Quote Posted by demagogue
How about this?
A good way for some to avoid the booze bus.
Tbh, I really don't think I could trust the average home pilot to fly any safer than the average driver.
RE: Tug
Despite the daunting array of Phd students involved in its development, that video didn't do much to pique my interest in it for some reason. I can't put my finger on it exactly, it's just the vibe I get from the presentation which makes it appear more of an academic exercise, with the art work and environments existing merely as a backdrop to the tech they are roadshowing.
In saying that, some of the features they are trying to pull off are ambitious and potenially groundbreaking, and if successful could have some amazing ramifications for the gaming industry. I just hope it's also fun to play.
demagogue on 22/6/2013 at 15:28
Quote Posted by twisty
Tbh, I really don't think I could trust the average home pilot to fly any safer than the average driver.
Keep in mind the takeoffs & landings are automated, so the driver is only in control of in-air maneuvers... Which you'd think have to be at least safer than driving, considering there's not really much to actually run into up there.
The thing I wondered about was that breakdowns would be more catastrophic (the para-sail bike is better for this, since if all else fails the parachute floats you down), and people dropping things (or themselves) or trespassing, and there not being an easy way to stop things like that.
Hmm, actually my thinking was sort of similar... This game itself is like a prototype of this kind of genre (I'd call it Minecraft-like for a Skyrim-like world) that I think may actually fizzle, but the next game that's inspired by it will probably be all kinds of epic.
It's possible that what we saw is like Minecraft alpha that set the stage for what came later, if it evolves as much as they say. But they need to bump it to that next level. For one, I actually don't like the cartoonish elements IMO (the PC & NPCs & objects, trees, etc) much. Minecraft is for cartoony. The whole point of this, what should set it apart, is that it's more realistic & gritty, so it should take a more realistic Skyrim aesthetic with the PC, NPCs, objects, and world IMO. Actually that's a really important part I really wish they'd adopt, or leave it for another game or a branch version. As it is now, all that's kind of a turnoff to me ... also the "tech demo" flavor that you mention.
The reason I picked it out BTW is because it uses Miguel Cepero's VoxelFarm engine ((
http://procworld.blogspot.com/) blog), which I've been following forever. Some of the videos it shows are *exactly* the kind of procedural terrain & architecture (the mountain ranges, trees, caves, temples) I want to see for this kind of game... I hope TUG, or a branch version of it maybe, takes up that aesthetic.
Shadowcat on 25/6/2013 at 07:09
Heh. Thanks, Eva :)
Ulukai on 1/7/2013 at 18:10
Me too. Always will be a Syndicate fanboy.