Edited Log from #irc.stratics.com
#ascension on Dec. 14, 1999 8pm EST
CapnBill has joined #ascension
<Cynthe> Greetings, everyone! I'm glad you could make
it tonight... we're beginning the chat now! And withthat,
I turn this over to our moderator, Uziel...
<Uziel> This Ascension House of Commons chat is considered
General Discussion, so feel free to ask anything relating
to Ultima Ascension.
<Uziel> Some general guidelines for this chat: please
/msg different question-takers at different times, in order
to balance the load and speed this process up. Also, do not
send the same question multiple times or to more than one
question-taker. Finally, do not msg anyone from OSI or myself
-- these questions
will be ignored.
<Uziel> Remember that the Ascension DevTeam may not
have the opportunity to answer all of your questions. In addition,
certain questions may not be answered if the DevTeam feels
that it is not appropriate or that it has been better answered
through some other question.
<Uziel> Lastly, please do not submit any questions
that have already been answered through other means, such
as available FAQ's. In addition, this chat may feature minor
game spoilers. We will do our best to limit the scope of spoilers
within the moderated section of this chat, but we cannot make
any guarantees.
<Uziel> Thanks for coming, everyone! We will now begin
accepting questions.
--------------------------------------
*Morac* Any ETA on the D3D optimizaton patch?
<CapnBill> We HOPE to get Patch 2 before Christmas,
but we've had a few delays; we want to get it right!
*Cla75* excuse me....what type of pc you think is the ideal
for playing ultima 9 ?
<CapnBill> I like a Pentium III 450, with 256MB of
RAM, running WIndows 2000, with a Voodoo2.
*Wildgoose* When the D3D support is fixed, what is your best
estimate as to how fast the game will actually run under D3D
on a reccommended system?
<Spectra> Since I haven't posted before, I just want
to let everyone know that I was the 3D programmer on ascension.
<Spectra> Our initial tests are showing a pretty good
increase in performance. D3D is running at about the same
rate as Glide with 16-bit textures right now.
<Cynthe> And to add to a quick rollcall, I'm a designer
on Ascension, as well as the current community coordinator.
<CapnBill> And, to further interrupt, I'm CapnBill,
lead programmer.
<Spectra> We still hope to gain some more speed, but
it is very hard to give a frame rate estimate at all.
<Bassanio> And Im also a designer.
*Comrade* Why did the Japanese edition of the Dragon Edition
have more items inside it?
* Audball adds to the roll call: <==== Audio, interface,
combat, misc. programmer
<Cynthe> The packaging arrangements for the Japanese
version are handled by the Japanese territories, and are separate
from Origin.
*Svartdrage* Under all the bugs I don't think the game is
great. Many regard Ultima 7 has the best one in the series
and so do many people I know have. Ultima 8 Pagan was hated
by alot of people is viewed as the worst game of the series
and a big part of the reason why they hated it was the action
elements. In Ultima 9 you increased these increased these
elements that made many not enjoy Ultima 8 Pagan in Ultima
9 ascension why?
<Yavn> With each game our goal was to make the world
more realistic. In real life when people get to a rock, they
jump over...We also were not interested in doing menu bassed
combat...
<Yavn> We tried to make the action parts of
the game non arcade-ish, so people would not have to worry
about that. As for the jumping, we used a targeting cursor
to help show where you would land. A huge improvement from
U8.
*Jaymo* I was wondering if you are planing to change the
AI? It is not too good and I don't know how hard it is to
change.
<Yavn> By the way I was the lead designer
for the game
<CapnBill> We have addressed some AI bugs
that were preventing creatures from attacking; AI is more
challenging in the patched version (patch 2)
<Audball> Yup, AI changes are definitely
being put in! We're not doing anything drastic like rewriting
every creature, but we are tackling deficiciencies (sp?) of
individual creatures.
<CapnBill> But, it was never our intent
to make this a combat-based game; combat only adds to the
RPG experience, but it's not the game's basis
<CapnBill> BTW, we've re-written rat, the
only one we'll re-write--and feedback is, it's a lot harder.
<Audball> For example, we've rewritten the
rat (watch out!), helped wolves react to long-range attacks
(spells, arrows), and make the Winged Gargoyles more responsive.
*TydusMage* Will any of you be moving over to the
UO2 team now?
<Yavn> Yes. Many of the art team
is already working on UO2, and several designers also also
going.
*gandhii* i'd like to hear more on why npc scheduling was
left out. it would seem that all the hard stuff needed to
do this was allready done for the avatar, i.e. animations
and stuff,. even britain's boyer walks around town before
returning to his store (after you walk off and come back)
.. what was keeping this from being extended into npc schedules
like we all know and love from ultima7?
<CapnBill> Ah, NPCs! My favorite subject (haha)
<CapnBill> You're right the Boyer moves around town.
<CapnBill> But, it was never a part of the game design
to have NPCs such as shopkeepers not be available at night.
<CapnBill> We felt that would be too annoying with
this interface & plot.
<CapnBill> BUT, we did try to get in some schedules...
<CapnBill> Like moving between the shop & the tavern,
moving between towns, etc.
<CapnBill> Some NPCs do this; some don't.
<CapnBill> We only got the engine's required subsytems
for schedules working reliably a few weeks before we had to
code freeze.
<CapnBill> (Subsystems like our collision system &
world movement system)
<CapnBill> So, since those primitives were unreliable
(ie buggy) for so long, the designers didn't feel confident
about putting in a lot of schedules.
<CapnBill> We also had to remove a lot of schedules
for performance reasons.
<CapnBill> The lack of NPCs moving around frustrated
us, too; we could've done some cool activities with it. But,
performance was a factor, along with a lot of others.
<CapnBill> People falling through the ground! Sheesh!
<CapnBill> Nuff said.
*wisemonk* will the avatar become a national sex symbol? or
is it only pirates and gypsies that find him attractive?
<Cynthe> Well, I don't know about pirates and gypsies,
but there was this great screenshot of his backside in jeans
that I kept on my desktop for a while... *grin*
<Yavn> I think he's the Capt Kirk of Britannia!
*loretian* In a mpeg released awhile back, which had Richard
Garriot showing off features of the game, the actual gameplay
sections of the movie were *very* smooth. Butta smooth. Exactly
what system was used for this demo (so I can buy one!)?
<CapnBill> PIII 400, 512 MB RAM, Voodoo 2.
<CapnBill> The RAM really made all the difference.
<Audball> The area played in and game settings might
have also added to the smooth performance.
*Comrade* Given the public reaction to Ultima 9, do you think
you have succeeded in creating the game you initially set
forward to make?
<Yavn> Yes, most everything we wanted from the design
side made it in the game. I have no regrets about the gameplay.
*Linda* I wanted to ask about that original Ascension plot
summary that is floating around on the newsgroups. Without
giving any spoilers away, can you tell us some of what led
the evolution from that plot to what the game currently is?
Some of the changes are quite drastic.
<Yavn> Every game changes as it's being made. We like
parts of the original, and had some new concepts we thought
were better.
<Yavn> With new team members come new ideas, and that's
how we ened up with the plot for the game.
*Jaymo* Why did you design the interface to look the way it
does. It is very pixilated and the inventory in UO looked
better. Also what was the reason for not having a menu at
the start of the game?
<Yavn> As for no menu, we wanted the game to feel more
like the world, and less like a game...we also wanted to do
something unique and different.
<Spectra> As far as the pixelation goes, the look of
a lot of the art was done quite a while back, and up until
recently, the game only ran in 640x480.
<Spectra> Since we increased the available resolution,
the interface had to be stretched.
<Spectra> There were technological issues relating
to the transparency in the interface that prevented it from
being smoothed out.
<Spectra> If we just let the texture be filtered, then
most of the text would be un-readable.
*Araldor* What brought about the decision to end the series?
<Bassanio> :) the series is necessarily ending, but
evolving.
<Bassanio> this game is the third installment of trilogy
so...
<Bassanio> it had to end this particular cycle so to
speak :)
*KoalaBear* Due to the problems or difficulties in implementing
D3D support, why wasn't OpenGL implemented, and will you look
more favourably towards OpenGL in the future? I know that
UO2 is going to support that if I'm not mistaken.
<Spectra> OpenGL suffers many of the same issues as
Direct3D in regards to the texture formats that we use, unfortunately.
<Spectra> I would love to look at using OpenGL in general,
but for Ascension it didn't make sense. We did consider it
many times during the Direct3D development, though.
<CapnBill> Many times!
<Spectra> It still seems like an attractive option
today!
*Palius* Regarding Hythloth: A) What exactly is the (3) Nightshade
I think I found there, and B) Why is there no reward for not
skipping the second set of statues via the teleporter?
<CapnBill> As for the (3) Nightshade, it's a bug. We
were, a long time ago, considering "stacking" reagents.
<CapnBill> So we put in support to have multiple quantities
of reagents, like arrows & gold.
<CapnBill> But, time pressures prevented this--and
we didn't find all the multiple-quantity items to undo it.
<Yavn> The 2nd set of statues were changed close to
ship, we felt the 2nd section was a bit too difficult. We
did not want to make a lot of changes at that late time.
*gandhii* as another computer artist, I can't say enough about
how beautiful the environments are. I remember capnbill (for
good reason) bragging about his work on the lighting system
in previous posts on the bbs. But who are the main creative
forces we have to thank for the texxtures, modeling, scenery,
animation, and mostly the concept art?
<Cynthe> We have a very talented team of artists, including
Andy Hoyos and Scott Jones, who do beautiful concept work.
Jennifer Davis is also a valued member, and she did fabulous
work for UO as well. Then there's Scott Wetterschneider, Art
Wong, Bob Frye, and many others toonumerous to list. Thanks
for the compliment... we'll make sure they get it. :)
<Audball> Michael Morlan works on the spell effects
and cinematics.
*gandhii* Using a udma66 drive seriously slows and destabilizes
the game, when will there be a fix for this?
<CapnBill> We don't believe this problem is in the
game code; rather, its a side-effect of U9 being so resource-demanding.
<CapnBill> We've had numerous problem reports with
this. Some BIOS fixes appear to be available.
<CapnBill> I urge you to contact EA customer support.
They're excellent at diagnosing & supporting these types
of issues.
*RyanFenton* Any chances of an add-on for UIX, or eventual
ports if things go really well?
<Bassanio> YOu never know :)
*Anthony* How big is the game roughly compared to another
rpg such as Baldurs gate, also how long is it(in hours)given
a rough estimate?
<Yavn> It all depends on the player, and how
much they explore...QA can "rush" through the game
in around 20 hours. Most other people have taken 100+ hours.
*Kelendral* Why does patch #1 exhibit so many obvious problems
that should have been picked up easily during the 14 days
it was in QA "testing"???
<CapnBill> To our knowledge, we did not introduce any
new problems with the patch--we only fixed problems with the
game.
<CapnBill> There was no way to fix every bug in the
game with the first patch; that wasn't our goal.
<CapnBill> Also, I really don't recall stating that
we QAd the patch for 14 days--If I said that, I was wrong.
We didn't. Nevertheless, the final Patch #3 should fix all
plot, crasher, and stuck-state problems!
*CapnS|mIRC* How many members from the original team were
still on for the game's completion?
<Audball> Hmmm.. *thinks* As far as I know,
original members that made it through the end are: LB himself,
Gary Smitt, Herman Miller, Chuck Zoch.
<CapnBill> Smith, not Smitt! :)
<Audball> er, Gary Smith. (Those last 3 are all programmers)
<Audball> and Michelle Caddel.
*KoalaBear* What have you guys learned from a release perspective?
<CapnBill> Loaded question! But I'll do
my best...
<Cynthe> Oh, and Scott Jones has bneen an artist on
U9 since its wee days... :) (addendum)
<CapnBill> The consequences of releasing a product
before its time are simply not worth the pain...bottom line.
There wasn't much we could do in this case...but having lived
through it, I've learned a lot about it.
<CapnBill> Also, I personally am amazed at just how
awesome everyone thinks the world is!
<CapnBill> We became pretty jaded to the
look of the game, and didn't fully appreciate how beautiful
it is.
<CapnBill> As a result, we became worried about not
being competitive enough graphically....
<CapnBill> but we know better now.
*Akashic_Baja* will any of these patches be U8 like? As
in old savegames will not be compatible with the patched version.
<Audball> The attempt is to *NOT* invalidate previous
savegames or not be backwards compatible.
<Audball> However, since Ascension is so large and
complex, there are some fixes that will require you to at
least back up a bit to a prior savegame, to a point where
you haven't encountered the bug yet.
<Audball> When those situations arise, we will document
them in the 'patch.txt' file we include with the patch.
*Cabaal* has most of the problems involving NPC's falling
through the ground, LB below his chair/in the ground being
fixed?
<CapnBill> LB being below his throne was
an Alpha problem--we did fix that. We had a long-running plague
of NPCs falling through the ground.
<CapnBill> You'd go to talk to someone, and they'd
be apparently gone! BUt, they were just subterrainean.
<CapnBill> Anyway, we fixed those--but it required
less NPC movement than we wanted, which was frustrating.
<CapnBill> And, NPCs apparently still sometimes fall
off piers & such ** CapnBill grinds his teeth **
<CapnBill> If only you knew how long we worked on finding
& fixing all those problems like that.....if only.
<CapnBill> Anyway, they're a LOT better!
*arlin* The swimming interface is difficult to use
and often impossible to see while underwater. It is extremely
hard to move up or down, combat is not an option, and I keep
drowning from running out of breath. Any chances on swimming
being tinkered with at all in the upcoming patches? At least
making it easier to see?
<CapnBill> Good news!
<CapnBill> Swimming is MUCH better in Patch 2. I found
a bug in my own code that made swimming harder than I intended.
<CapnBill> So, we worked on it & played in Hythloth--if
QA reports it's still hard, we can make it even easier.
<CapnBill> As for the visibility, that's much improved
too.
<CapnBill> We "thinned out" the fog in front
of the camera to make it a LOT easier to see.
<Audball> The lack of underwater combat was
basically an animation decision. The spellcasting and weapon
attacking animations just didn't look good underwater - Avater
would stand up, do his thing, then go back to swimming. It
wasn't deemed necessary to create whole new sets of animations
for swimming combat.
*Yobgod* In the final analysis, would you say that U:IX
was built up from simple systems that work, or a complex system
that didn't quite work? ;)
<Audball> (Just shoot the fish with arrows or fireballs
from the shore/edge ;-)
<CapnBill> My Definitive Answer: U9 was built from
a bunch of complex systems that almost, but not quite, didn't
work at all.
<CapnBill> There was a lot of legacy code--and the
engine was still top-down when I started working on it.
<CapnBill> But, after much re-writing, most of the
engine is pretty solid now. Not all, but most... ;)
*Kelendral* Will patch #2 fix scrolls, especially duration
scrolls, draining mana?
<Audball> yeah, just the Capn's parts need work...
(KIDDING) :P
<CapnBill> Boo!
<supra> Yes, duration scrolls (light, specifically,
since that's the one with a problem) is fixed in patch #2.
The draining mana problem existed in the release, but since
the spell only lasted 10 seconds, nobody ever noticed it.
*_CoZmO_* Whats with the Avatar disappearing when he enters
buildings?
<Cynthe> Most buildings in Ascension have what are
called enclosed spaces, which prevent items inside the building
from being drawn while the camera is outside the building.
Occasionally there will be moments when the Avatar is inside
the enclosed space, while the camera is outside the space.
*rangerone* Why the decision to make the game so linear when
that was one of the main complaints against Ultima 8?
<CapnBill> Since Richard isn't here, I'll try to explain--hope
I don't speak out of turn!
<CapnBill> The plot is what Richard & Seth wanted.
<CapnBill> One of Richard's goals with Ascension was
to address frequent criticisms of past Ultimas.
<CapnBill> He wanted to player to know what needed
doing at every point in the game, to keep it focused.
<CapnBill> He also wanted to open the plot up later,
to allow more options to those who desire non-linear plots.
<CapnBill> And, I think he achieved this well.
<Cynthe> It also helped to create a steepening level
of difficulty throughout the game.
<CapnBill> We've received mixed feedback--some like
it, some don't.
<CapnBill> But Richard likes it! :)
*Taloncor* can you please ask capnbill if they fixed the
bed bug where your half on and off and your eyes blink instead
of being closed?
<CapnBill> Half off the bed: Yes, this is an annoying
visual bug--but, we haven't fixed it, we've had bigger fish
to fry, so to speak.
<CapnBill> As for blinking, well the animated faces
were something we crammed in at the 11th hour--we couldn't
believe we were adding a feature like that so late in the
cycle!
<CapnBill> And, as it turns out, there were some problems
like the one you mentioned that we never could fix.
<CapnBill> Maybe we'll fix the blinking....you never
know....it's just a question of priorities, I guess.
<CapnBill> But hey, have you noticed how the Avatar
doesn't fall through the bed? :)
*RyanFenton* Any thoughts on making a Game Developer post
mortem for the game eventually?
<CapnBill> We do in-house post-mortems as part of the
dev cycle. I don't know EA policy on published post-mortems,
such as those in Game Developer magazine. I'll ask, though--it
could be cool.
*Anthony* Why does it rain inside Lord British's castle?,
and also is this bug being fixed for patch2?
<CapnBill> Ahh, another bug that we fixed....several
times....and yet, it still happens.
<CapnBill> Rain is a huge performance hit, so we try
to cheat on it all we can. For Patch 2, we raised its creation
height.
<CapnBill> There were other reasons, in the past, that
rain appeared in certain areas indoors--those may still crop
up from time to time, we haven't fixed them. They're more
rare.
*Cabaal* it was said that the game world was originally very
big, and therefore scaled down, but now some "cities"
(ie. Britain) are rather small to warrant a major city status,
also, said cities are rather sparsely populated when compared
to Ultima 7... was the decision to decrease the amount of
NPC's performance based or some other reason (ie. the game
was just too darn big :))
<CapnBill> This was Richard's call. Early
on, he told us that Ultima's in the past had been incredibly
demanding to publish, because they tended to be so big.
<CapnBill> So, he deliberately had the design team
& art team scale the world & cities down.
<CapnBill> Not just to make it more playable; but to
make it more BUILDABLE. Sure enough, he was right. The scope
of the task of building the world was almost beyond us! It
was a huge task, with a huge team, and we barely were able
to do it (right Cynthe?)
*DragonKP* how do you guys feel about the negitive reviews
so far?
<Cynthe> It's disheartening to see so many people who
can't play the game that we enjoy so much. Whether it's due
to the technological strain or plot-stopping bugs, it honestly
hurts to see that people are playing what seems to us to be
a different game than what we shipped.
<CapnBill> Negative feedback is useful--it's helping
us patch things in the product that we know users really want
to see.
<CapnBill> But, it's clear that we underestimated the
problems players would have.
<Cynthe> We want to make sure that these problems are
fixed so that people can really see the game for what it can
be, which is why we're still trying so hard to fix everything
that may have gone wrong.
<CapnBill> The dev team is really disappointed, honestly.
<Cynthe> Honestly, we're sad. There's no other way
to put it. But we hope that with these patches, we can make
it better.
<CapnBill> We are working hard on it. That's why we
can't estimate the release of Patch 3...
<CapnBill> However, on the UP side, if your machine
runs the game OK, we feel the game is fantastic! It's very
fun, more than we thought it would be.
<CapnBill> So we want everyone to have that kind of
experience!
<Spectra> As the guy that did the Direct3D work, I'm
pretty disappointed about them in general, but the number
of them did help get me time to work on them, so it's not
all bad. And of course ther are the good reviews to help balance
it out!
*Vassago* What about having access to resolution higher than
1024*768 in Glide mode?
<Audball> I *think* (Spectra can slap/correct me if
I'm wrong) that Voodoo2 cards can only go up to 800x600, unless
in SLI, in which case they can do 1024x768.
<Audball> Voodoo3 can go higher than that, I think,
but I'm not sure what the limit is.
<CapnBill> (Guys, I have to go. Thanks to all of you
for being here! See you in the ether.)
*Shadowhand* In previous games, the Avatar was named. What
prompted you to change to calling him "Avatar" as
the name?
<Audball> That decision was mainly "resource related",
meaning that it would have require huge amounts of work in
both the script and voice recording to allow anything other
than "Avatar"
<Audball> We barely managed to squeeze everything onto
2 CDs (only 1 while you play, so no swapping, yay!), and that
would have put it over the limit
<Audball> (more CDs = more manufacturing costs, etc.,
etc.)
<Audball> A text-to-speech solution might have been
neat, but we had other larger things to consider.
*Laa-Yosh* Question: We know that because plot changes, several
cinematics were left out of the game. Is there any way to
have does movies appear for just a short time on the Origin
ftp server? please :), I'm a 3D artist myself and a big fan
of your work...
<Cynthe> That's something we;re looking into
<Cynthe> we would like to release these, but it's not
something we've decided on yet. If they are released, it won't
be for a little while... we'd like people to get a chance
to see all Ascension really has to offer before showing them
stuff that we didn't use.
<Bassanio> Thanks Guys for attending! Its been a pleasure
<Audball> If anybody has questions that did not get
answered tonight, whether it be technical issues, spoilers,
etc., please post them on the official boards at http://boards.owo.com.
<Cynthe> The fact that this many people have taken
the time to come and listen to us means a lot to us. We hope
that you will find the next patch a huge improvement in gameplay,
and I look forward to reading your responses on our discussion
boards.
<Cynthe> If anyone would care to chat about tinight's...er...
chat, stop by the Horizons board at http://www.allgaming.com
<Uziel> The Ultima Ascension DevTeam and the Stratics
staff would like to thank you for attending this special House
of Commons session. The log will be posted somewhere either
tonight or tommorow, but I have yet to get the web address
:)
<Uziel> I'm told it will be at http://uo.stratics.com/u9hoc.html
when it it ready
<Cynthe> This has been quite enjoyable. Thanks again
and good night all... :)
<Bassanio> Thanks! Nite Everyone
END
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