Here we go.
This friday's build will be as close if not the build we would have likely seen on steam as early access,. which we could then have considered as beta.Alpha implying that the product is still in development features is still be adding, beta meaning the product features is fixed and only bug fixes and expansion of features is added.
Well that would be the apt description under normal circumstances, TGC products is generally any thing but normal features do get chopped and changed whether beta or alpha ect.
Lee has made it clear in the broadcast what we have with regards to button and features is pretty much set in stone for the release next year march. So reasonable to believe that between now and march very little will change with regards to UI and features. There are some exceptions of course like water. ( not a 100% if this will be worked on) But if this is indeed the final version or close to the final version of water it has a lot of issues.
But I will start off with the terrain.
Previously in classic the terrain system was fairly decent polygon, but max that has increased a fair bit as well as the overall size of the terrain.This poses quite a few problems terrain wise.
1. The current brushes is a crude for use with a higher polygon terrain, additional brushes especially noise brushes would have created far more natural looking environments. If you don't edit the terrain at all it looks pretty great but the moment you start editing the terrain you lose a fair bit of that natural look.
2. The size of the editable terrain makes it massive under taking to try and create a terrain and level, we are talking a few days to weeks with the limited terrain brushes as well as the spray size of the brushes. I would say you will be spending more time creating you terrain then building the actual game.Sure it is nice to have a large area to work with but the end result. Your area spending an extra ordinary amount of time creating your terrain environment.
You do have to have some path for the player to follow, simply paint a path for the player to follow isn't going to be helpful and players are going to roam around every nook and cranny and do stuff you never intended. So you will need to be able to create some cliffs and add some linear path for the player to follow to give the player some direction as guide him to where he needs to be.
For such a large playing area there are lots of design issues, you have great terrain, decent trees and grass, but the terrain editing tools isn't suited for a large scale level editing not in the least.It is unproductive, and lots of time will be wasted creating your terrain area where the player needs to be, the player needs purpose and direction. It is pretty much game design 101.
As such you have quite a major head ache, as it isn't a simple matter of painting one brush and job done, with the limited brushes you will be required to uses several brushes over and over to create a semi decent cliff wall that looks half decent, one area can take several hours to tweak and get a decent result.
Another problem is that your terrain that you have edited would look out of place with the engine generated terrain and would probably require to some extent editing the entire area that is visible and accessible to the player, to have a more natural look to it.
The software generated terrain is far too symmetrical, each area is somewhat mirrored, terrains in general should be wildly inconsistent with some areas having lots of hills another less hills and large open plains. With game development design in general it is pretty much 101 having to mix symmetrical and asymmetrical parts and have a good balance between the two. Right now I dont see a decent balance and would require a lot of unnecessary editing because of the fair amount of symmetry the terrain has.
What I mean by symmetry is the way the next valley to the next is generated it has more or less the same layout and flow, and while most of the area isn't accessible any ways.You should for example have flat plains to the north mountainous areas west ect, the geographical layout is pretty much the same in every direction. It isn't particularly natural looking even if only you have a small editable area
Increase the edit area to 5km, and the symmetry of the editable area becomes more evident
This would probably be quite confusing to a player crossing one hill/mountain or whatever and next one has a similar layout to the previous one. Ideally the player should have terrain focal points of making progress towards some thing or somewhere in the level you have created.
I don't see people spending several weeks just editing the terrain and most is probably going to either give up and use a mostly unedited terrain and hope the players follows the painted path that has been created. It is likely my biggest issue in general with the terrain.
With classic the area was pretty small and could be easily edited and generally there wasn't a problem with symmetry. it is generally not some thing everyone will pick up on and max is going to have a lot of new users that never used classic. So the brush tools is pretty crude and with the added issues with the symmetry of the terrain causes a lot of issues and does make things worse.
Terrain textures is another problem , the default textures is way too shinny, only time it should be somewhat shinny but more reflective is when it is wet like mudish texture next to a river bed.
As for the biome's , there is some issues there especially with the trees as and example, trees are more or less equally spaced.Just doesn't look or feel natural. if you were to stand on a hill or mountain top, over looking a forest you shouldn't be able to see the ground below at all. with forest especially the pine trees the pretty much cluster together as close as possible randomly, with some open patches here and there, if you are in a forested area and standing in the middle of one, you shouldn't be able to see more then a few 100 feet in front of you.Now technically you could edit the trees and do exactly that, but are you really going to edit a 100 000 trees, not likely.
Currently you have tree density on rocky outcrops that is about the same as a grass hill.Rocky out crop should have less trees, trees again are spread out about evenly.However lee mentioned the biome will be edited and polished, but I don't expect it to be much different to what we have currently.
I am not even going to touch the possibility of a rain forest biome, if it can't look like crysis which was released over 14 years ago, you are kinda wasting time. Tree and foliage density is massively over grown and most areas are simply not accessible at all. It is unlikely we will be seeing any thing close to that type of foliage cover at all.Should it really then be called a rain forest biome if we ever get one ?, even if tweaked and polished I don't see some thing close to that.Again this will require a lot of insane editing on your part.
Have a general look at this, and you can sort understand that a 14 year old game pretty much more or less similar graphical level as max completely outclasses it with regards to biome it has created.
I don't care much for the foliage but if we can get the terrain generation close to this, I would be ecstatic.There isn't a single symmetrical point in this picture. I can work with adding my own foliage
The main draw of the software is the outdoor scenery, I don't see it improving significantly over what has been offered. Don't think it is there or even close to what it could be theoretically. If TGC can manage 70% of that visually, I can promise max will be flying off the shelves. From a design perspective iam kinda sad to get close to a natural design isn't easy or necessarily possible, as the tools provided is a bit limited and far too much time would be spend on creating some thing close to crysis looking forest.But technically you could if you had a couple of months on your hands.You could probably do the same in unreal or crysis in less then a day or two at most.There is actually plenty of examples on you tube showing a natural looking forest in less than an hour.
Just my general opinion of the state of the terrains and biome's, I don't see it drastically changing for the better.What we are getting now should be more or less it.I don't know if someone else shares similar ideas or thoughts about the biome's.
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