Day one of AFL Evo 2 development?*they didn't, it has always been on the Unreal Engine from day one.
They didn’t start with the engine from Evo1?
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Day one of AFL Evo 2 development?*they didn't, it has always been on the Unreal Engine from day one.
Day one of AFL Evo 2 development?
They didn’t start with the engine from Evo1?
Day one of AFL Evo 2 development?
They didn’t start with the engine from Evo1?
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Is it their first major project on Unreal though? Surely it takes time and experience to fully understand the API, workflows, engine specific quirks stuff?
Does anyone know if it was version 3 or 4?
I agree but they wouldn’t have started when they announced the game in late 2018 for a 2019 release, you would think they would have planned for such work and given support from the publisher to do so.
It’s on TruBlu in my opinion.
It’s on TruBlu in my opinion. WW can only do and say what they are told.
TruBlu also published AFL Live 1 and Don Bradman Cricket 17, yet BigAnt were on here and Planet Cricket regularly. Sure, they didn't HAVE to be, but they were.
On the WW forum, there was a reference to the AFL Evolution Facebook group being ‘our publisher’... so yeah, looks like it’s TruBlu doing the messaging... excuses or misleading comments and such...TruBlu also published AFL Live 1 and Don Bradman Cricket 17, yet BigAnt were on here and Planet Cricket regularly. Sure, they didn't HAVE to be, but they were.
Is it their first major project on Unreal though? Surely it takes time and experience to fully understand the API, workflows, engine specific quirks stuff?
They switched to Unreal at the start of the project, not half way through as a lot of people believed (I dare say mislead a bit by WW as a cause for the delay). Twistie made this very clear in his developer interview.
*slowly raises hand* I'm still holding out. Will wait and see how the next update goes for everyone. The no-buy streak continues for the moment.Out of all of the people on this board who have been critical of this game, hands up if you didn't end up buying it?
Pre-release we kept hearing about how Cheeto had written like 30,000 lines of dialogue
There’s even videos On Facebook of Huddo recording commentary back in 2018 which I have NEVER heard in the game...So clunky and jarring. Pre-release we kept hearing about how Cheeto had written like 30,000 lines of dialogue or something. fu** knows where they're hidden.
You'd think a few of those 30,000 could've been recording numbers and names more than once. "At quarter time. It's. Adelaide. Five. SIX!!! Thirty SIX!!! To. Melbourne. SIX!!! One. Thirty seven."
I know the game might be bad, but seriously?Just decided to check out the Wicked Witch Twitter page.
Literally zero tweets about AFL Evo 2, despite being "MASTERS IN THE ANCIENT ART OF VIDEO GAMES"
But there is a tweet showing off this article: https://www.smh.com.au/business/com...-target-gamer-generation-20180831-p500ys.html
tl;dr, a Wicked Witch game has been developed into a Pokies game. Good to see that they are proud of promoting such a predatory industry.
BA, have you ever thought about sending a brief demo of a new AFL game as an appetiser/pitch?
This beats twister as most hilarious way to refer dismissively to twistie.
Haha, would be interesting. Any SE's bored enough in their lunch break to give that a go Ross?We'd just compile the old game for the new consoles - probably run at 200+ fps!![]()
In my experience that's how the 'big' sports titles go about their commentary recording generally. I've written and contributed to plenty of audio scripts. They avoid stitching, focus on star players and record specific sentences for various contexts (key is plenty of variation per context). For other players you'd use a generic call for the same context (need even more variations for generic). Having good commentary talent and that is also good at adlibbing is the perfect combo to get it as natural sounding as possible. Basically if you have the commentator reading word-for-word a 10,000+ line script, every single comment variation for a given context being read off the page, its not ideal - or at least its not going to sound as fluent as it could. Also the trade off is the amount of generic comments you end up with in game, but at least everything sounds fluent.There’s even videos On Facebook of Huddo recording commentary back in 2018 which I have NEVER heard in the game...
Where names life Fyfe are just part of the sentence he’s saying, instead of being stitched into it.
In my experience that's how the 'big' sports titles go about their commentary recording generally. I've written and contributed to plenty of audio scripts. They avoid stitching, focus on star players and record specific sentences for various contexts (key is plenty of variation per context). For other players you'd use a generic call for the same context (need even more variations for generic). Having good commentary talent and that is also good at adlibbing is the perfect combo to get it as natural sounding as possible. Basically if you have the commentator reading word-for-word a 10,000+ line script, every single comment variation for a given context being read off the page, its not ideal - or at least its not going to sound as fluent as it could. Also the trade off is the amount of generic comments you end up with in game, but at least everything sounds fluent.
Can still have lastname calls for however many players but they never get stitched. Where you'd use lastnames as a singular callout and maybe have 2-3 contexts recorded for each name, ie. a low-key "Smith" call when player named Smith gets ball in low pressure situation, but a more high impact "SMITH!" eg. when he does something amazing or when game is more intense. But for repetition avoidance, you don't use these everytime Smith gets the ball, only a certain %. Same deal with the player-specific sentence type calls.
Sorry digressed a little. Back to your original comment. I guess it is possible that WW were planning to give the commentary system a more complete makeover at some point, but ran out of time to implement that style of commentary content and was just too low priority maybe from the get go (even though they may have recorded a bunch of it). Hence sticking to the same formula and stitch city, but trying to spice up and add/tweak contexts and logic in the existing system, without having to overhaul code too much like you would if trying to accommodate the player-specific sentence type calls mentioned.
Dean (Twistie) freshening up 10,000+ lines of commentary script for recording, massive kudos to him, its a big job. I know what that was like back in the day - and ok it can be fun creatively. But it shouldn't need to be written word-for-word anymore like it was 15-20 years ago, if using a more modern approach to commentary system & recording.
I also love it being quarter time and Huddo reads off a score of "Nothing. Nothing. Nothing."