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  1. #1

    Default Gameinformer November Cover Revealed – Dreams

    With LittleBigPlanet, Media Molecule built its reputation on giving players a toolset to make zany, memorable levels that caught the attention of both creators and users everywhere. With Dreams, the developer takes things to the next level with an accessible, creative suite that allows players to create nearly any game they envision alongside a social space for collaborating with other users and sharing their creations with the greater world. We recently took a trip to Guilford, England to see if Dreams could live up to such ridiculous ambitions.

    Our November issue chronicles the sights and sounds we saw (and made) in Dreams and outlines why we came away believing in the promise of Media Molecule’s bold vision. We have exclusive details on the game’s story mode, tools, and much more. Starting this week we’ll also have exclusive online content to support the story, including features, interviews, and gameplay footage.

    https://www.gameinformer.com/2018/10...evealed-dreams

    Journey Rebirth 2 was included in LBPC Community Spotlight Episode 120 9/13/13

    Journey Rebirth 2 was included in LBN PICKS 21 9/22/13


  2. #2

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    Stop frame of putting a level together

    https://twitter.com/Peter__Field/sta...27740942991360

    The cover was entirely made in Dreams:

    https://twitter.com/gameinformer/sta...60354671800321

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    229 rapid fire questions:

    https://www.gameinformer.com/exclusi...about-dreams-0

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    That detail:



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  3. #3
    Sackperson Private koltonaugust's Avatar
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    Holy crap. Some of those clips are outstanding. AND. THAT. GIF.

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  5. #4

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    Quote Originally Posted by koltonaugust View Post
    Holy crap. Some of those clips are outstanding. AND. THAT. GIF.
    Yeah, Dreams is everything the LBP community were asking for ... and some.



    Fish:





    Watch those pallets and remember, there's NO water physics in this game and that water is only made of paint strokes:



    Last edited by GribbleGrunger; 10-07-2018 at 03:43 PM.


  6. #5
    Sackperson Private koltonaugust's Avatar
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    I can't tell if that first gif is VR or the person just doesn't know how to control the camera...


  7. #6
    LBPC crew member mdkd99's Avatar
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    Cool gifs and images. I think the First Person game has some cool animations. Head bobbing is a good thing.

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  9. #7

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    Nothing much today. Just an introduction to the characters:

    https://www.gameinformer.com/2018/10...ams-story-mode


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  11. #8
    LBPC crew member mdkd99's Avatar
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    The characters sound interesting. I'm looking forward to see these characters in action.

    Also, I love the tree model in the background.

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  13. #9

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    An interview with Siobhan Reddy

    https://www.gamesindustry.biz/articl...lecules-dreams

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    Why isn't Dreams out yet. Vid:

    https://www.gameinformer.com/exclusi...dreams-out-yet

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    Time laps building:

    https://twitter.com/Peter__Field/sta...09494913568770

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  15. #10

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    My god!

    My hands are gonna melt to my PS4 controller when this comes out!

    It's-a-me


  16. #11

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    I'm having an interesting discussion with Peter Fields (formally ND employee). He explained that the 'space' takes up thermo. So if you build a building wall by wall, feature by feature, it takes up far less space than if you took a square and then added a space to create a room. Here's the optimisation tool in action. I'd also suggest reading through the thread:

    https://twitter.com/Peter__Field/sta...16589604712448

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  18. #12
    LBPC crew member mdkd99's Avatar
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    So you're 55?

    Anyway, so basically what he's saying is, that using individuell walls is cheaper than hollowing out the place to create one 4 sided wall. It sounds complicated. Also, lowering resolution probably makes the splats on a object bigger, or just blurry because resolution is lower. That is probably one of the only textures we have in the game in addition to the UI elements, skybox and stuff.

    What he said about emitters also confuses me and worries me. I don't think it will be impossible to emit a scenery object and develop a LOD technique in Dreams. Basically you could do this for trees and houses. A tree could have a very low resolution when the player is 100 meters away and the leaves are just a green thing instead of highly detailed individual leaves. When the player comes closer the tree gets higher resolution and more detailed. Same with houses. Don't know if that works flawless.

    Also, wetness is a thing. Is it fluidly changeable with logic? Have to check the streams again.

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  20. #13

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    Quote Originally Posted by mdkd99 View Post
    So you're 55?

    Anyway, so basically what he's saying is, that using individuell walls is cheaper than hollowing out the place to create one 4 sided wall. It sounds complicated. Also, lowering resolution probably makes the splats on a object bigger, or just blurry because resolution is lower. That is probably one of the only textures we have in the game in addition to the UI elements, skybox and stuff.

    What he said about emitters also confuses me and worries me. I don't think it will be impossible to emit a scenery object and develop a LOD technique in Dreams. Basically you could do this for trees and houses. A tree could have a very low resolution when the player is 100 meters away and the leaves are just a green thing instead of highly detailed individual leaves. When the player comes closer the tree gets higher resolution and more detailed. Same with houses. Don't know if that works flawless.

    Also, wetness is a thing. Is it fluidly changeable with logic? Have to check the streams again.
    No, I'm 60.

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  22. #14
    LBPC crew member mdkd99's Avatar
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    I'm surprised how age really doesn't play a role in LBP or Dreams. People would be called weird, if they played 'Kids games' when being adults, but in creative games like these it doesn't matter and that's a good thing.

    Anyway, I think if you save objects like trees in different LOD stages, you can emit them in different stages with some simple logic. I don't see this not being a thing.

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  24. #15
    Sackperson Private koltonaugust's Avatar
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    OoOooooooooooooold! Nah, i'm jk. I think MM has family games down. I wouldn't call their stuff kids games as they're not really dumbed down. It's just colorful. Tearaway was their closest game to a kids game, but even that was more gimmicky than kiddy.

    Basically what I think he is saying though is that the sculptures don't use vertices to determine its shape, but voxels which is basically a grid, so to speak. Each part on this grid has info about the sculpture. Because he hollowed out the walls, this evenly spaced grid now must store that empty space as empty whereas with vertices you wouldn't. Imagine a square that you hollowed out a square in LBP. That would only have to store the 8 points and the texture whereas in Dreams (im assuming) each point in the hollowed part has to be recorded and lowering the resolution would change the size of the hole because there's less "space" points and each point would fill up more space in the sculpture.
    Voxel games include (technically) minecraft (the terrain is stored as voxels), subnautica (I believe it's still in the game if you use console, but terraforming), and pretty much anything that places really heavy emphasis on sculpting or terrain altering, but it has to be the main feature usually.

    On a related note: I'M SO FRICKIN EXCITED THIS IS IN THE GAAAAAAAAAAME!!!! The dephysicalize tool was my second favorite (behind analogue note functionality) additions to LBPV!

    I'm worried and relieved about the emitter news. On the down side: no more squeezing everything into a level. On the plus side: if level transitions work as well as they say they do, we can focus on bigger chunks of the level rather than the small. This could mean larger "open" worlds that send some data about where the player entered the next location from

    Cell A ------------------------> Cell B
    __________`````````````````__________
    |xxxxxx^xxx|```````````````|xxxxxxxxxx|
    |xxxxxxxxxx|``````goes to```|xxxxxxxxxx|
    |xxxxxxxxxx|``````------->```|xxxxxxxxxx|
    |xxxxxxxxxx|```````````````|xxxxxx^xxx|

    The `'s are for formatting and the x's are just space in a cell. The ^ would be the player looking a direction at a certain placement. And of course I'm just speculating.
    Last edited by koltonaugust; 10-12-2018 at 11:28 AM.

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  26. #16

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    Storing data:

    https://twitter.com/i/web/status/1049716789360414720

    Signal Transmitter/Receiver:

    https://twitter.com/i/web/status/1050511129968107520

    Automatic edit removal:

    https://twitter.com/Peter__Field/sta...01365665730560




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    New video. As always, I'll post the Youtube version up as soon as it's available:

    https://www.gameinformer.com/exclusi...lecules-dreams

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    Full version:



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    In the full length video there is something very interesting. As they were looking through the settings in the mannequin, they came across a section named 'structure'. In this section there was a panel and upon it a human form made out of bone icons. That, to me, very much looks like a panel we can control, changing the shape of the mannequin by moving the bone icons around.

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    Last edited by GribbleGrunger; 10-12-2018 at 04:58 PM.


  27. #17
    Sackperson Private koltonaugust's Avatar
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    I love this thread. Thanks for gethering all this info GribbleGrunger! This is all the info I've been waiting to have confirmed as it's kind of where I thought they were going based off of the LBP series progress, but it still always surprises me about just how big of a step up these tools are. Also, I love that tentacle and devil imp! Can anyone correct me if I'm wrong, but you can edit the imp right? I remember hearing that a long time ago, but none of the demos have shown it and had people pick from a selection instead.
    The bone thing scares me a bit, but super glad it's in game. I'm just afraid of a bunch of stretching and weird animations.

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  29. #18

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    Quote Originally Posted by koltonaugust View Post
    I love this thread. Thanks for gethering all this info GribbleGrunger! This is all the info I've been waiting to have confirmed as it's kind of where I thought they were going based off of the LBP series progress, but it still always surprises me about just how big of a step up these tools are. Also, I love that tentacle and devil imp! Can anyone correct me if I'm wrong, but you can edit the imp right? I remember hearing that a long time ago, but none of the demos have shown it and had people pick from a selection instead.
    The bone thing scares me a bit, but super glad it's in game. I'm just afraid of a bunch of stretching and weird animations.
    Yes, you can edit the imp but we've not seen it yet. I would imagine, because the imp is something we use right from the very introduction, that it's something we have access to immediately and it hasn't been shown because they don't want to show the beginning of the game.

    More interesting snippets:

    More on Receivers/Transmitters:

    https://twitter.com/i/web/status/1050801646354255872

    Expanding on the Mannequin:

    https://twitter.com/Peter__Field/sta...98023037984768

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    Youtube version:



  30. #19
    Sackperson Private koltonaugust's Avatar
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    I really appreciate that they're letting Peter Field answer all of these questions, and that he's taking the time to do so. Also, GREAT questions Gribble. I hadn't even thought about half of these, but everything I've wanted to know. Super happy to hear that about bones as now we can create super adorable SPIDERS

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  32. #20

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    Quote Originally Posted by koltonaugust View Post
    I really appreciate that they're letting Peter Field answer all of these questions, and that he's taking the time to do so. Also, GREAT questions Gribble. I hadn't even thought about half of these, but everything I've wanted to know. Super happy to hear that about bones as now we can create super adorable SPIDERS
    I've got many more but I don't want to bother him too much LOL. I'll leave it a few days and try digging a little deeper.

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    About the sculpt thermo:

    https://twitter.com/Johnee_B/status/1051546429536251905

    Follow up question about thermo use:

    https://twitter.com/Peter__Field/sta...55643092594689

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    If there is no transparency in Dreams, just how have they made the glass in this door?



    Awaiting an answer from a Tweet.

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    About the glass:

    https://twitter.com/EcksAndWhy/statu...39279108517889

    More thermo:

    https://twitter.com/Peter__Field/sta...19867119214592

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    The most fascinating tools in Dreams. (clearly a newbs view of the tools):

    https://www.gameinformer.com/2018/10...ools-in-dreams

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    No global optimiser:

    https://twitter.com/Peter__Field/sta...90875670953984

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    Thermo with logic:

    https://twitter.com/Peter__Field/sta...99548828872709

    https://twitter.com/Peter__Field/sta...06858653487104
    Last edited by GribbleGrunger; 10-14-2018 at 07:39 PM.


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