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    Monday, May 18, 2020

    Cyberpunk 2077 - Senior game designer at CDPR on character customization.

    Cyberpunk 2077 - Senior game designer at CDPR on character customization.


    Senior game designer at CDPR on character customization.

    Posted: 17 May 2020 07:20 AM PDT

    Leaked screenshot of character creation screen, so many possibilities !

    Posted: 17 May 2020 03:04 PM PDT

    The first subreddit to reach 300k for a game that hasn't even been released !

    Posted: 17 May 2020 11:33 AM PDT

    Suit or Badass?

    Posted: 17 May 2020 03:24 AM PDT

    My #CyberUpYourPC submission, 'BYPASS'. My mind is blown after seeing everyone else's submissions on twitter today.

    Posted: 17 May 2020 06:54 PM PDT

    I'm going to defend the first person at least in regards to gameplay/combat (so not cutscenes or dialogue)

    Posted: 17 May 2020 10:10 PM PDT

    I'm going to defend the first person at least in regards to gameplay/combat (so not cutscenes or dialogue)

    Cyberpunk 2077 is clearly going for gun focused gameplay when it comes to the actual combat considering the setting and what we've seen so far. There's probably more potential regarding the arm blades, things we haven't seen, and potential stealth mechanics but in general, if/when things actually get hot, it looks like you'll probably be shooting. This is mainly the reasoning why I think a game that's going for offering the player a near infinite number of ways to deal with a situation both in and out of combat but still makes shooting the jack of all trades, has to be in 1st person.

    Look at the general market of third person shooters or games whose main combat is third person shooting. Mass Effect, Uncharted, Gears of War, Red Dead, GTA. All very unique and diverse games that all have a consistent crutch when it comes to the actual gunplay in all of them: A cover system. All of these games have a cover system when it comes to the actual shooting. This is fine for a lot of these games considering most of them don't give you as many options to deal with a situation beyond shooting your way out. There's occasional stealth moments but a lot of it can be scripted and in the end, you're going to spending the bulk of your time behind cover. Even in a choice based game like Mass Effect with multiple different builds, you're still going to be doing most of your work in active combat behind cover. You might be firing either a gun or space magic out of your hands, but you're still usually going to be doing it from cover. You can't talk your way out of every situation. It's a stable and safe combat system but it's far from unique/creative and doesn't need much to figure out. If you've fired a gun in Gears of War, then you've fired a gun in Uncharted, Red Dead, GTA, and Mass Effect.

    Another element to be noticed in Cyberpunk regarding the cover system is the environment. It's very crowded and inside a lot. There's not a lot of space. Which means the camera system has the potential to be utter garbage for the bulk of the game if you're in third person for all of it. If you've ever played a melee focused third person game like Dark Souls or the Witcher 3, then you know how bad a third person camera can be in tight spaces. And if you make the third person camera behind the shoulder instead of higher up like the Witcher 3, well then you return to the same cover system problems I just mentioned and will continue with more further on. Now one argument that's been used is to make the game first person but put it in third person when you're in cover like Deus Ex. That's a fair argument but I'm going to try to explain why I think they might not have wanted to go that route: it still means the environments have to accommodate the cover system, both for hiding and protection.

    It potentially forces a dev team to focus on accommodating the cover system in every environment rather than actually building the environment like a real place. Chest high barriers and where to place them and making sure there's always cover in any potential fight/sneak since cover is a bigger deal in these games than in say, Halo or Fallout. If the environment doesn't have these barriers (usually cause it's a large map), then the dev team needs to put the characters in scripted moments where your player automatically spawns or starts the mission in cover after a cutscene (think Red Dead and GTA's campaign). This obviously doesn't promote much choice for the player as the dev team is actively encouraging or even forcing them to play wack a mole with enemies and stay totally fused to a wall until the action music stops playing. Usually when a game has a cover system, it has to make it so that the player is actively encouraged to not go out of cover for extended periods.

    It's not just made this way for shootouts though. Even games that have less combat and offer more diversity like the modern Deus Ex games and Splinter Cell games, still usually give you environments that are less realistic and are more focused on giving you just the right amount of boxes to hide behind and move to so you can clear an area. Stealth feels less fluid and more linear when you can actively see a row of boxes conveniently laid out for you that you can hide behind and roll between to get across a whole room just like that.

    I love Deus Ex Human Revolution but let's just say that a lot of the "stealth" rooms you go into usually look a lot like this:

    https://preview.redd.it/72lnwoxeigz41.png?width=311&format=png&auto=webp&s=283c5e3e63b930852da8ad35e442fb667d46e0e9

    A bunch of squares and rectangles with a slight gap in between for the player to roll between them with the rare longer than usual gap just to keep the player on their toes. If you want to shoot or hide in 3rd person, then you have to be fused to these squares for about 90% of the gameplay. If you want to do anything badass or creative out of cover, then it better be something that only takes 5-10 seconds at most or you'll be dead, and you better hope you don't accidentally press a button that automatically warps your character into cover that you don't want to be in when you meant to do something else.

    It's for these reasons why I think they went with 1st person at least in gameplay/combat. It's accommodating for a gun focused game but does not force the player to play more linear-like with mainly one style prioritized. Wack a mole does not have to be your only option when the bullets start flying.

    submitted by /u/Goofiestchief
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    Something I made while working on a Militech design (reference from cyberpunk 2020)

    Posted: 17 May 2020 12:09 PM PDT

    My Submission for the #CyberupyourPC Contest - Militech - M1.618

    Posted: 17 May 2020 05:53 AM PDT

    My cyberpunk 2077 V cosplay , show case video.

    Posted: 17 May 2020 12:07 PM PDT

    New leaks reveal latest game footage

    Posted: 17 May 2020 09:48 AM PDT

    What would you like to see during the june 11 showcase?

    Posted: 17 May 2020 03:14 PM PDT

    I have just realized where the ripperdoc's "Victor Vector" name may have come from...

    Posted: 17 May 2020 02:26 PM PDT

    Had an idea for a piece with the vanilla male model, made a wallpaper out of it!

    Posted: 17 May 2020 08:52 AM PDT

    Had half a week to put this together, took some shortcuts using photoshop bear with me please . My submission for #CyberUpYourPC the Cinder Duality.

    Posted: 17 May 2020 06:19 AM PDT

    I made Cyberpunk 2077 Denmark edition - my own country. Hope you like it!

    Posted: 17 May 2020 06:19 AM PDT

    I found this really cool art that has to be 100% cyberpunk inspired too bad I don’t know the artist :/ (also my favorite weapon is the MANTIS BLADES !!!!there so sick)

    Posted: 17 May 2020 05:21 PM PDT

    Each guns have multiple reload animation?

    Posted: 17 May 2020 12:55 PM PDT

    In the 48 min gameplay video I noticed that the reload animation for V's pistol and double-barrel shotgun have different animation when reload. Does this mean each gun has multiple reload animation?

    submitted by /u/MedicIsOp
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    Possible spoilers - interesting tidbit in deep dive video Q&A panel with developers

    Posted: 17 May 2020 06:05 PM PDT

    I finally got around to watching the Q & A with developers. Around the 35:15 mark, the lead level designer says you start from different paths and said "and eventually you know you are Linder."

    https://medium.com/@kazuliski/cyberpunk-2077-lore-john-silverhand-kazuliski-8f1292fdae9

    Not sure if it is news, but I didn't know about it, thought I'd share.

    submitted by /u/TheBurritoEffect
    [link] [comments]

    Don’t see a lot of people comparing Johnny mnemonics’s ripper doc to the one in cyberpunk 2077

    Posted: 17 May 2020 04:50 PM PDT

    Wraith Reaver Wallpaper 4K

    Posted: 17 May 2020 07:46 AM PDT

    If it's confirmed that vehicles are automatic transmission only, could someone explain this to me?

    Posted: 17 May 2020 09:42 AM PDT

    Subtle KANG TAO Work Computer! - #CyberupyourPC Coontest Entry

    Posted: 17 May 2020 03:33 PM PDT

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