Dead by Daylight Friday Bug Report Thread - September 07, 2018 |
- Friday Bug Report Thread - September 07, 2018
- Developer Stream #107 - "The Creation of The Spirit" - Summary
- Post-game chat when you played tombstone Myers on low ranks
- When you wanna play with your friends but they're busy with a new game
- According to the Discord, the devs have been tossing around an idea for reducing their grind.
- nice escape fail
- Just do it.
- Spider-Man can *Finger Guns* civilians but Ace can't? Just do it Devs.
- When your teammate camps the hook you're being taken to after you've already hit phase 2
- Sometimes this game does weird things.. and makes me sing my frustration
- Am I toxic? Maybe. Will it be funny? DEFINITELY!
- DbD4: Class Selection (Repost From My Old Acc)
- Found her at the very end of bleedout. I present to you: The Quick Cut.
- gay myers ok
- Approach the survivor from behind
- #wholesomedbd
- Where the hell is he?
- I mean... It's true
- New player here, something seems off with this matchmaking
- This. This makes me smile.
- The only way to truly use the pig's power
- The Entity's true form
- A licensed killer might be getting a new cosmetic I've heard...
- When survivor mains ask the devs why the Saw map is so killer sided.
- When you wait a full minute for the skill check to pop up
- Ready...Set.. C R A W L
- Haven't played for a while and come back to this, nice to see no change in the post-game chat
Friday Bug Report Thread - September 07, 2018 Posted: 07 Sep 2018 08:14 AM PDT Welcome people of the fog! Here you can report bugs about the game. Some rules and guidelines specific to this thread;
Please use the following format when reporting a bug:
Important note: If the bug you are reporting is an exploit or otherwise gives an unintended game advantage, do not include steps to reproduce. A list of known issues being worked on by the devs can be found here. [link] [comments] | ||
Developer Stream #107 - "The Creation of The Spirit" - Summary Posted: 06 Sep 2018 05:50 PM PDT Stream Notes for Dead by Daylight Developer Stream #107 "The Creation of The Spirit" Link to Stream on Twitch [57min] Things that are in-quotes are taken directly from the stream. If there are any formatting issues, please let me know. Mathieu - "No release date announced today." On the Show Today
Stream Summary
The Spirit Panel Part I - Concept (w/Christophe)[The entire album of photos during this panel can be found here. Below you'll find links to each individual reference.] Christophe - "I was kind of thrown in this project after its beginning. I only joined Behaviour about 3 months ago. The first tasks I took on to develop this character were to develop the mood and attitude, as well as the poses and, visually, the story behind the character." Mathieu - "What's the direction you got?" Christophe - "We were looking at a young girl, between the ages of 18 and 20 who is brutally slaughtered by her father. We had the opportunity to do separate limbs and things like that." Mathieu - "That was Dave usually sitting down and telling you..." Christophe - "Yeah, Dave and Phil. And pushing the supernatural side without making it like a ghost. We didn't want it to be your stereotypical Casper The Ghost. But also showing something a little new for The Killer, which is the side of innocence and pain of being stuck between reality and the supernatural world."
Christophe - "I watch horror movies. More psychological thrillers." Mathieu - "But did you watch some specifically for that?" Christophe - "Yeah, Phil was definitely sending me clips of really creepy stuff." Mathieu - "Do we have a first image, of the first thing you drew?" Christophe - "This was more of a pose and silhouette study." Christophe - "Because it's a supernatural character, we wanted to go for something a little uncanny. So having the severed limbs point in an odd direction kind of creates that vile look to the character, which makes her creepy. " Mathieu - "So the next step was the full-on character?" Christophe - "The next phase is brushing up on all the details..." Christophe - "So how her power works, visually, and how her weapon works. We knew that there were going to be glass shards due to the lore—her dad threw her out of a window, and you can clearly hear that in the teaser. And maybe add some of those elements in her power. Maybe have shards floating around, or vines burrow up her arm in a gruesome way. The effects and animation team(s) really brought that to life." Eric - "I think she was the most-collaborative Killer we've ever worked on. Everyone was passing her back and forth." Mathieu - "So yeah, the creepy hand and movement was already part of the established thing at the beginning." Mathieu - "We needed the Killer to have a weapon, but you didn't want to have a ghost walking around with a weapon, 'That makes no sense.' So who's crazy idea was this?" Sebastien - "Mine." Christophe - "That was your idea? Well congrats. Thanks a lot. This is an absolutely awesome idea. Her father brutally hitting her with the katana and shattered..." Mathieu - "It's the idea that we wanted to not show the weapon at all times, but it needed to be there to attack. But also, if you go in the store and buy a really cool weapon, you want to be able to see it, even though it's not there all the time. So having this shard coming out of the hand—in the end, it ended up being in the back of the hand—the idea was always the same." Christophe - "That shard sticking out is always the most-prominent feature of the weapon." Christophe - "This was an emotion/facial study." Mathieu - "Our Killers usually don't have faces." Christophe - "Normally it's just a set face. For this one, we really wanted to show her tormented nature and have her express that through different emotions." Mathieu - "No other Killer has facial animations. They have facial expressions, but no changes, right?" Eric - "The Clown." Sebastien - "But she has whole-new tech..." Mathieu - "But this was really nice, because we wanted to have moments of absolute anger, hostility; moments when it's pure sadness and despair." Christophe - "And this is the final concept." Christophe - "We brushed up on her costume and worked out the hair." Mathieu - "Again, you usually have a long process of concepts. And with you that seems to not happen? It's sort of frustrating." Christophe - "It definitely happens." Mathieu - "I remember the first image and everybody went, 'Yep! [snap!] That's the one we're doing!' It's not that you made 50 and then we go, 'Yeah, this one is not as bad as the others.' " Christophe - "I think because the structure of the concept is developed really early. So even if the details change, the overall structure stays the same. But oh my gosh, we went through iterations of cut placement and limb angles." Mathieu - "I keep saying that, but I think every time we release an original Chapter, it's the best stuff we've ever done." Mathieu - "This is a slight sneak preview." Mathieu - "These are the first variation possibilities on the outfits for this character. It's just a matter of trying to find ways to slightly modify the look like we do with every costume. The first one I think is 'Entity Speak.' I'm not sure." The Spirit Panel Part II - Modeling (w/Eric)Mathieu - "So once you're done with that, you give it to Eric, and Eric goes, 'Ooh, cool! I get to do that?!' " Eric - "Yeah, pretty much. It's like Christmas every time I get a cool concept." Mathieu - "So you've been on the team for a little longer...?" Eric - "Since about The Huntress. I worked on The Lullaby Chapter." Mathieu - "You did David King?! Oh my God, you probably have a few more friends now." Eric - "I'm probably the only one that's seen him fully-naked." Mathieu - "That's the model you did at home... It's on your personal portfolio; password protected." Eric - "We get a cool concept and we usually start with building the character from scratch. Because of all the cosmetics in the game, we want a solid base. Eric - "The base is what you see [here]." Eric - "Any future cosmetics will probably be additive." Mathieu - "But that's the thing: everytime we create a new character, we always create them naked now. We didn't used to do that. Doing that allows us to create any kind of cosmetic in the future, which is a better way to do it. Actually, we do give them underwear, and we do put some thought into what underwear these characters should have." Eric - "I know some sneaky data-miners out there have already found a few of them." Mathieu - "But she doesn't." Eric - "Mostly, this is the sculpting pass. I've gotta the concept from Christophe, and I'm turning a pile of goo or a sphere into what you see here. We try to keep the spirit and details and adapt it to 3D. There's a lot of things that look super cool in 2D that don't translate as well when you..." Eric - "With her, it was definitely trying to nail that age." Eric - "We didn't want her to look too young, but we also didn't want her to look too old. We wanted to maintain that innocence while also portraying her as a grown woman. Eric - "This is just the final product of the sculpting pass." Eirc - "It usually takes a week to a week and a half, depending on the complexity of the character." Mathieu - "Then you start texturing?" Eric - "Yeah." Eric - "This one was a very interesting one, because there was a lot of thought that we had to put into it ahead of time." Mathieu - "I like that the toes are actually modeled crooked. It's really upsetting." Eric - "That was one of the things we had to keep in mind: she was gonna be cut up, [and] she was gonna have joints that dislocated. These were all things we had to plan for." Mathieu - "We also made the decision early-on (and that's something people will not know until later), but every outfit needs to show those cuts." Eric - "The hands were an important aspect. You may have noticed she has some veins in effects. I was set to make a base for that. Same thing with the feet. I don't think we have any foot rigs in the game, so it's making it creepy while understanding that it wasn't going to distort the same way that the hands were." Mathieu - "I remember early days, walking around and going, 'You've been working on those shoelaces for about two hours... Nobody's gonna see them.' Like, there are no ways in the game... You didn't have the store to look around people. 'It's always dark, there's grass everywhere, nobody's gonna see those shoes. Just, move on to something else.' " Eric - "I'm definitely guilty of that as well. I will put detail under the shoes and no one will ever see it." Eric - "So after we've done the sculpting phase, we go into the low-poly phase." Eric - "We bring out this really dense sculpt. It'd be the same things as having a sculpt made out of clay or marble. It's something that's not usable in-game. It's up to us to make a wire frame and try to maintain the silhouette of the sculpt as much as possible. We usually have a budget we try to stay in between. We have to make sure we don't go over a certain threshold. She's hovering around the 35,000 mark, including the hair. The hair is always a tricky one for us." Eric - "I'll say the hair and the head." Eric - "Her head and her body are two separate cosmetics. The challenge with that is having a nice resolution while also making sure that the head and body work together and there's very little, visible separation between the two. The hair was actually done differently in the UV. The UV's a step that we do to set up how we're going to make the textures." Flowing, Underwater Look to the Hair [50sec] Eric - "This was the final result, but we experimented with a bunch of ways to do that. There was a very wirey-type hair." Mathieu - "I remember the first thing I saw which was the pool noodle version, flailing around." Eric - "We did smoke at one point. It was getting a beautiful look without melting people's systems." Mathieu - "It's gotta work well on console and on every low-end as possible, so it's a tough one." Eric - "We move forward to the texturing stage, and that's where the character starts shaping up." Eric - "We have a base, but now we have to adapt the spirit of what the concept artist was trying to portray. With her, it was a ethereal-ghostly look that's kind of in between a ghost and zombie but not so far that you think she's a zombie." Sebastien - "Corpse-like, but supernatural." Eric - "Even in the chest area, there's a glow. I don't know if you've seen it in-game, but in certain dark areas, you can see a nice ethereal glow." Sebastien - "I like that you can see the ribcage in the back. That's a nice touch."
Eric - "Oh yes. Exactly. Before we start all the color and the painting, we do what's called a bake. It's essentially light-trickery that bakes a map of the high-resolution details onto this mesh that will work in-game." Mathieu - "Those details, oftentimes, the very fine sculpting ends up being a line of shadow or highlight somewhere."
Eric - "I don't know..." Mathieu - "Usually we're pretty much done at that stage. We fix bugs. Like core issues if they have to do with gameplay." Eric - "We always keep our eyes out for anomalies. It's hard to catch them all, but anytime we see something clipping or some things not moving right..."
Eric - "I think that was discussed, but it was something we decided against." Mathieu - "Beheading is a category in and of itself for a lot of ratings." Sebastien - "It would probably be banished in a couple countries." Mathieu - "It's already pretty high." Eric - "I'm gonna talk about the expressions a little bit." Eric - "That was new tech that I hope we continue using in the future." Eric - "It started from the veins. We knew the veins were going to be a thing, and we wanted to get that veiny effect when she used her veins. But we also thought, what if we added a map that was tied to her facial expressions? So when she had her mouth open, she would have the wrinkles you normally have in your face..." Walking and Power Use In-Game [15sec] Eric - "Normally we would use a blend shape with a very high-dense mesh. But most games can't support that (it's too costly). We tied it into the normal map. So when pose-A was hit, normal-map-A triggered; and when pose-B was hit, normal-map-B would trigger; and if it was somewhere in between, it would blend the two. For her, any future cosmetics that we make, we always have to keep in mind that she has these maps. And we always have to make sure that they translate." Mathieu - "I've seen a few questions about the Mori and sounds in it, which are missing in the PTB. She's supposed to scream in it." Sebastien - "Yeah, that's coming." Mathieu - "Sounds are always the last ones in. Sounds designers are often very upset 'cause they don't have enough time to do everything and then there's audio bugs. ('Yeah, well you gave me no time!). We released the PTB, and there's still a few things to fix, and the sound was not all there." Eric - "I want to touch on the glass; we knew it was going to be a big part of the character. Right now, the glass is pretty plain, because we decided to create an actual glass shader. That's a new way that we're gonna be doing things, potentially." Mathieu - "The annoying thing about glass is that it looks like nothing by itself. It's just a reflection of what's around." Eric - "We've actually plugged in the individual maps to the glass shader so that whatever map you're in, it should be reflecting the environment to an extent." Eric - "This is a sneak peek at the Prestige." Eric - "A lot of players have asked for Prestige on everything, which is something we would love to do. The way we are doing it now, it's time-consuming. We do a second pass in the sculpt where we bake the gore bits into the low-res and adapt it onto the character textures. One of the problem areas is the neck. The [older Survivors] had that where if put a Prestige head on a non-Prestige body you'd get this big, red line. How we're trying to do the Prestige now is leave a safe zone in those areas to blend Prestige in with any future cosmetics you want to pair with it."
Eric - "With her, she has Prestige on the shard io her hand, as well as the full katana when it's in view." Eric - "These are renders of the Entity Speak." Mathieu - "People will then try to decipher." Eric - "The other one was heavily influenced by the Kabuki." Eric - "And then this one's my personal favorite; the idea was to have a caustic*, water and glass [effect]." \Mathieu - "It's the shimmery, weird effect you see when you look in the water and see weird shapes of the water underneath.") Eric - "And this is her weapon." Mathieu - "The katana is kinda fun because it's broken into so many pieces but still held together." Sebastien - "Kinda like the character."
Eric - "We generally start a new Chapter as one of the Chapters is getting close to release." Mathieu - "Are you saying that you guys may be working on the next Chapter?" Eric - "Potentially." The Spirit Panel Part III - Animation (w/Sebastien)Sebastien - "The process I do is called 'Rigging." Imagine the model almost like an action figure, and my job is to put the joints inside so animators can grab this and move it around." Rigging around the The Spirit's joints [5min] Sebastien - "Because she was cut in so many different ways, I needed the arms to still function like arms but disjoint themselves and move in any way possible. You can move [the elbow] infinitely far away from the rig, but it'll still operate like an elbow. ... Cuts will have a jiggle of motion. At the center cut, it will open and close as the torso twists. When I saw that original concept for the facial panel, I started to panic a little. ... She has probably the most amount of joints in the face than any other Killer." [Do you smell what The Spirit is cooking?] [40sec] Environment Interactions Test [5min] Sebastien - "Game Design can't wait forever if they need to test visual effects and stuff like that. So we have to use placeholders sometimes while the models are being solidified. " Brief Q&A
Mathieu - "Like Kung Pow, Enter the Dragon style? Maybe, I guess? Actually, I've seen some other Killer with a big hole in it." Eric - "Shhhhhh..." Mathieu - "Oh, I can't say that? ... The idea was to slice a few bits and make the whole thing feel like it's held together by hatred."
Mathieu - "Well that's a bug. We will put it on the list."
Mathieu - "I still don't know what I'm dressing up as..."
Mathieu - "Yes. When we spot those, we put them in the bugfix list. Some are easier than others to look at."
Mathieu - "I do not have the answer to it at the moment. I believe it was two people." Eric - "It was, and I believe one of them is in the chat right now." Mathieu - "We will have them on the show at some point." [Later:] Mathieu - "In the game, it is actually Gabrielle. In the trailer, it was Isabel." Around the WebMathieu - "We have some stuff from around the web because it had been way too long, and I want to show you the really cool stuff I found when I was looking at artwork. I don't have the names with me 'cause we're poorly set up right now, so after this I will make sure that all the artists are credited correctly." Caution: Some content shown in this section may not be suitable for all viewers. Discretion is advised. Words of WisdomEric - "We all started where you guys are. If you're interested in art and the game industry. Just work hard and you'll get to where we are." Mathieu - "The secret is: work hard." Eric - "And have fun." Mathieu - "Other than that, don't be a dick." Christophe - "Anything is possible, just give it enough time." Sebastien - "That's the secret." End of Stream[link] [comments] | ||
Post-game chat when you played tombstone Myers on low ranks Posted: 07 Sep 2018 06:05 AM PDT
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When you wanna play with your friends but they're busy with a new game Posted: 07 Sep 2018 06:27 AM PDT
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According to the Discord, the devs have been tossing around an idea for reducing their grind. Posted: 07 Sep 2018 05:11 AM PDT The idea is that once you get the tier 1 version of a perk, you can spend X amount of blood points to upgrade it to tier 2 and 3 instead of waiting for higher tiers in the bloodweb. I personally love the idea and hope it makes it in the game ASAP. Your thoughts? [link] [comments] | ||
Posted: 07 Sep 2018 11:56 AM PDT
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Posted: 06 Sep 2018 08:58 PM PDT
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Spider-Man can *Finger Guns* civilians but Ace can't? Just do it Devs. Posted: 07 Sep 2018 10:05 AM PDT
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When your teammate camps the hook you're being taken to after you've already hit phase 2 Posted: 07 Sep 2018 05:30 AM PDT
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Sometimes this game does weird things.. and makes me sing my frustration Posted: 07 Sep 2018 07:28 AM PDT
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Am I toxic? Maybe. Will it be funny? DEFINITELY! Posted: 07 Sep 2018 12:09 PM PDT
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DbD4: Class Selection (Repost From My Old Acc) Posted: 07 Sep 2018 05:43 AM PDT
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Found her at the very end of bleedout. I present to you: The Quick Cut. Posted: 07 Sep 2018 05:39 AM PDT
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Posted: 06 Sep 2018 09:46 PM PDT
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Approach the survivor from behind Posted: 07 Sep 2018 04:04 AM PDT
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Posted: 07 Sep 2018 08:31 AM PDT
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Posted: 07 Sep 2018 08:25 AM PDT
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Posted: 07 Sep 2018 12:46 AM PDT
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New player here, something seems off with this matchmaking Posted: 07 Sep 2018 07:49 AM PDT
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Posted: 07 Sep 2018 07:04 AM PDT
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The only way to truly use the pig's power Posted: 07 Sep 2018 07:41 AM PDT
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Posted: 06 Sep 2018 04:31 PM PDT
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A licensed killer might be getting a new cosmetic I've heard... Posted: 06 Sep 2018 09:25 PM PDT
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When survivor mains ask the devs why the Saw map is so killer sided. Posted: 07 Sep 2018 12:26 PM PDT
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When you wait a full minute for the skill check to pop up Posted: 07 Sep 2018 09:17 AM PDT
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Posted: 07 Sep 2018 10:44 AM PDT
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Haven't played for a while and come back to this, nice to see no change in the post-game chat Posted: 07 Sep 2018 12:20 PM PDT
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