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Lab Assistant
#901 Old 14th May 2024 at 3:00 PM
Quote: Originally posted by kirabook
Hm, I think this is simply another "split" in the genre and how people want to play. The super micromanagy nature of LBY might appeal to very controlling simmers who don't give their sims free will. Or simmers who actually like a little bit of chaos and the GTA style of life sim. Or the simmers who literally only play one character (usually a young adult) and not much else. As an FFXIV player, this pretty much sounds just like an mmo or what I imagine Second Life to be like with the click click click mentioned. There is an audience for this and it can still appeal to the crowd that wouldn't normally play their life sim like this.

I would hope this means the AI (programmed AI not generative AI) of the characters you aren't currently controlling are not only smart enough to to take care of themselves, but can also build skills and do complicated tasks without the input of the player.

Imagine playing a 3 person household and none of them will cook unless you control them and pick out the ingredients. None of them will do extra stuff at work unless you tell them to. Etc etc. So yes, I think for a system like this to work to the fullest, their characters need to be VERY smart. They need to be able to do all the things you can do unattended else things will start feeling pretty shallow.

Edit: I've been thinking, maybe comparing LBY to The Sims was a wrong marketing move. The more we learn, the more this just feels like Second Life 2.


I may be making the wrong assumption here, but it seems like the undirected household would act the same way as the general population in the town. If the only person who can eat is the one you are controlling, then the whole town would starve quite quickly. Surely that can't be how it works?
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Instructor
#902 Old 14th May 2024 at 8:00 PM Last edited by FREEDOM_55 : 14th May 2024 at 8:36 PM.
Updates
I don't mean to interrupt, If I am please ignore and carry on.

the official Life By You Chanel posted a new video a few minutes ago:

https://www.youtube.com/watch?v=NszxBy-77IE


Based on the video, I am calling it: this is how Life by You graphically will look on June 4th upon early access release. Early Access is only 3 weeks away!
Thoughts? How are we feeling?

If anyone is wondering here are the minimum and recommended requirements for Life by You Early Access:
https://store.steampowered.com/app/2358660/Life_by_You/

SYSTEM REQUIREMENTS

MINIMUM:
Requires a 64-bit processor and operating system
OS: Windows 10
Processor: Intel® Core™ i5-8600K or AMD® Ryzen™ 5 2600X
Memory: 16 GB RAM
Graphics: Nvidia® GeForce™ GTX 970 (4GB) or Nvidia® GeForce™ GTX 1650 (4GB) or AMD® Radeon™ RX 470 (4GB)
DirectX: Version 11
Storage: 25 GB available space
Additional Notes: Optimized for 30 FPS

RECOMMENDED:
Requires a 64-bit processor and operating system
OS: Windows 10/11
Processor: Intel Core i5-10400F / AMD Ryzen 5 5600
Memory: 32 GB RAM
Graphics: NVIDIA GeForce RTX 2060 6GB/AMD Radeon RX 5700 XT
DirectX: Version 11
Storage: 25 GB available space
Additional Notes: Optimized for 30 FPS


Update on my Questions:
so my question in my previous comments was not answered in the discord yet. There was this massive post on Reddit with many upvotes and comments where an artist changed anatomy and specifically pointed out what needed changes. They were not the first to do so but certainly the most clear, it was refreshing to see it so visually presented. The post became so popular on LBY official subreddit, that last night Rocio from the LBY team responded with their typical generic response. I replied and asked and just now I finally received an answer!

Here is the Reddit thread/post in question: https://www.reddit.com/r/LifeByYou/..._anatomy_study/

I asked:
Quote: Originally posted by FREEDOM_55
Can you confirm that the artist will be making changes to the default 3D base mesh itself?
...Are the LBY team and artists willing to alter the default base mesh knowing it will effect height, scale, and animations? Now or in the future?


Answer:
Quote: Originally posted by RocioPDX
Hi FREEDOM55SIMS! Sorry for the confusion, we didn't intend for anyone to wait for a response from Rod-- I said I would consult with Rod on possibly having a video, no confirmation yet.

That being said, we had planned to answer your question in the Discord Q&A. Since each session is about 30 minutes, we don't get to all of the questions during the session, sometimes saving them for future sessions or answering them on subsequent asks, especially if we need to get answers from folks on the team. Regardless, we had planned on answering in a future session when we ran out of time last time, but several folks sent over this thread and I wanted to make sure that OP received confirmation that we saw it!

As for your questions:

To directly answer your questions - Yes to both.

The longer, nuanced answer is -

The team has made several changes to the base model. However, we have an added layer of changes that we can do on the fly in-game through the DNA of characters, such things as arm proportions and shoulder variations are tied to that DNA. We will continue to fine tune this to improve character proportions to ensure that existing and new clothing assets remain functional. We are also continuing to work on elements like animation improvements, including posture and idles, which will help improve the look and feel of characters.

Progress is steady and will continue throughout Early Access.


So I stand corrected this is not the final look of the characters according to the LBY Team.

I will follow up upon the final release to see how much the base mesh changed.
Theorist
#903 Old 14th May 2024 at 9:00 PM
I feel that the animations will be more-or-less what we see today on Early Access launch, but I'm not that worried long-term. There's enough time to sort it, although obviously having fluid animations from the start would be the optimum route. They're keen for feedback, and animations will be a large chunk of that and hard to ignore.
I'm quite confident that we will have a significantly better product a year from now.

Can't find stuff in build and buy mode? http://www.nexusmods.com/thesims3/mods/1/?
Scholar
#904 Old 15th May 2024 at 1:11 AM
So, about this part :

The team has made several changes to the base model. However, we have an added layer of changes that we can do on the fly in-game through the DNA of characters, such things as arm proportions and shoulder variations are tied to that DNA. We will continue to fine tune this to improve character proportions to ensure that existing and new clothing assets remain functional.

Does this mean, that their future changes to the base model are limited by the already created clothes? And if so, could it be so limited that they will never get the upper body proportions right?
Field Researcher
#905 Old 15th May 2024 at 4:32 AM
Quote: Originally posted by kkffoo
I may be making the wrong assumption here, but it seems like the undirected household would act the same way as the general population in the town. If the only person who can eat is the one you are controlling, then the whole town would starve quite quickly. Surely that can't be how it works?


That is true. Though I can also a imagine a situation where everyone's needs who aren't being controlled becomes static until you control them again. Or they just fill up at certain intervals when you aren't controlling them to keep them alive. This is unlikely of course. I just wonder how their ai (not generative ai) works and will perform.
Lab Assistant
#906 Old 15th May 2024 at 11:06 AM
I see that the character model has definitely improved, but the arms are still positioned behind the back. It is not that bad, but it is noticeable. The arms look kind of small as well. I can see why this is causing problems regarding animations.

This bothers me a lot because everything else about the models is being improved. I can kind of see emotion in their eyes. That might be my first impression though.

The customization options are great and there is a lot of room for creating diverse characters. But, the arm proportions need to change.

Someone actually wrote a comment in this thread telling us that the team is calling us ableist for complaining about arm proportions. But, this game will have zero types of disabilities. There is no visual impairment, colour blindness, walking disabilities, blindness, mental illnesses and so on.
Inventor
#907 Old 16th May 2024 at 12:37 PM
https://www.youtube.com/watch?v=gNA7IpYhuZE
I guess they had a look at inZOI and decided to go for it as well.
e3 d3 Ne2 Nd2 Nb3 Ng3
retired moderator
#908 Old 18th May 2024 at 2:37 PM
Top Secret Researcher
#909 Old 18th May 2024 at 8:34 PM
Quote: Originally posted by simsample
Clothes and Styling:


I can't tell if it's the model or the people who are making these but I find them ugly and scary looking.
One horse disagreer of the Apocalypse
#910 Old 18th May 2024 at 9:07 PM
Quote: Originally posted by 310175
I can't tell if it's the model or the people who are making these but I find them ugly and scary looking.



Well the game sliders do go to more extremes than the sims ones so I guess with the outer limits there is a possibility for the characters to get scary!

"You can do refraction by raymarching through the depth buffer" (c. Reddeyfish 2017)
Smeg Head
#911 Old Yesterday at 12:34 AM Last edited by coolspear1 : Yesterday at 12:48 AM.
Quote: Originally posted by Casimir
I see that the character model has definitely improved, but the arms are still positioned behind the back. It is not that bad, but it is noticeable. The arms look kind of small as well. I can see why this is causing problems regarding animations.

This bothers me a lot because everything else about the models is being improved. I can kind of see emotion in their eyes. That might be my first impression though.

The customization options are great and there is a lot of room for creating diverse characters. But, the arm proportions need to change.

Someone actually wrote a comment in this thread telling us that the team is calling us ableist for complaining about arm proportions. But, this game will have zero types of disabilities. There is no visual impairment, colour blindness, walking disabilities, blindness, mental illnesses and so on.


I first thought the same thing about the arms being too short, as probably most folks do. But I've come to see what it is actually due to, and may not look as bad (maybe?) when you have the game and can really swing the camera around the sprite in every 3d angle. It's because they have chosen to model their sprites with a bend in the arm at the elbow, more so than what we are used to with our very familiar Maxis sims default models. And when seeing this from a front facing 2d perspective, it does make their arms seem short, fast approaching a T-Rex's mini arms. But when seeing their vids where they offer more tuning 3d angles on their sprites, I do see the bend in the arm as causing the optical illusion of T-Rex arms.

But I also think in a default stance the arms should not be as bent. It makes them look less relaxed, less casual, even a bit tense. Not what you want to see in their version of Create a Sim. Fine for when the sprites are walking about here, there and everywhere, but a little odd when standing casually.

Drill sergeant approaches boot camp rookies and yells "At Ease!"
The soldiers adopt the LBY tight elbow default stance.
Drill sergeant notices this then hollers, "I said AT EASE, you maggots!!!"

Yep, loosen up those tight elbows.

"Become a government informer. Betray your family and friends. Fabulous prizes to be won!" Red Dwarf - Back to Reality.

Find all my TS4 mods and lots here: Main Website - simsasylum.com My Section - coolspear's Mods & Lots
Test Subject
#912 Old Yesterday at 12:46 PM
IMO shoulders are the main problem. They are very oddly shaped. I made this quick edit in Gimp (on the right):



And while it's still not perfect it already looks a thousand times better. I made her arms only a tiny bit longer but completely reshaped her shoulders and moved the arms further away from the body.
Screenshots
Top Secret Researcher
#913 Old Yesterday at 3:12 PM
Quote: Originally posted by Inge Jones
Well the game sliders do go to more extremes than the sims ones so I guess with the outer limits there is a possibility for the characters to get scary!


Possible. It's not just the posture but things in the face are exaggerated, which works ok with a cartoon style, I think, but with this, it's just too much of everything for me. Mouth too big and too shiny, eyes too big, lashes too long, nose too much for the size of the face and head, it's all too much.

There is a short clip of them walking in a store at the beginning and they all walk like they either really need to go to the washroom, or have some serious anger issues. Or feel very uncomfortable being out in public. Just tense and awkward.

I'm quite disappointed in how unappealing they look and move. And it appears that is not something I could get used to. And I'm one of the few who never had a problem with the sims in TS3. I actually preferred them over the ones in TS2 because their movements are less exaggerated on average.

This is not something where I can imagine being immersed if the game tells me the sim is in a good mood and then they move and look like that.

I'll keep watching and I'm looking forward to seeing some play-throughs from actual players, but I don't think I'll be buying this in Early Release. At this point, it's not worth it for me.
Field Researcher
#914 Old Today at 1:04 PM
Quote: Originally posted by 310175
I can't tell if it's the model or the people who are making these but I find them ugly and scary looking.


They look like adult plastic dolls, enough said.
I can't get past their appearance nor their posture, nor their arms or how they stand or whatever, just repulsive in so many ways.
Inventor
#915 Old Today at 2:18 PM
And to think that we were complaining about TS3 Sims - they look like angels compared to this. Maybe they are supposed to be zombies, all of them, and we just don't know it yet.

When I play a Sims game I am mostly looking at Sims, and there is no way I would be looking at THIS.
Top Secret Researcher
#916 Old Today at 3:24 PM
It's interesting to think about what I value in my sims games considering I find these character models so abhorrent. I never quite liked the TS2 sims, I adore the TS3 and TS1 sims, and I hated the TS4 sims.

None of that prevented me from playing the games, well, except for TS4 but there were numerous other things I hated about that game.

It's never just one thing but TS2 did so many new things that I really liked and there was no other game around. Now, with all these new games, they need to appeal to me in a way that TS1 and TS2 never had to.
I never moved on from TS3 and I still play TS2 as well. So, if there is too much or just one thing that is a deal breaker, I don't need to play another game. Or just play more than two life simulation games.

I think for me it's mostly that there is no simlish, which is more of a deal breaker for me. But considering that these models are so weird, tense, and robotic, making them not speak makes them even less life-like. How am I supposed to get attached to individual characters like this?
Lab Assistant
#917 Old Today at 5:36 PM
I cannot bear with the fact that the characters cannot speak. As I said before, this game is just not for me. I know what the LBY developers have said; them not speaking is part of the aesthetics. In my opinion, that is just an excuse for a low budget. I would not say anything if those animations are nice and if those characters are lifelike. But, all of this combined? It is so obvious that the bugdet is the problem.

Animations are so important. There are rumours that TS5 or Project Rene is using motion capture technology. EA gets that and EA has a much bigger budget.

What if characters not speaking was an option? I may sound rude, but that decision was so weird for a life simulator. This game is still in early access, but people are going to buy the game thinking that something will change when it will not. This might be my dramatic side showing, but I am just so pessimistic about this game.
Lab Assistant
#918 Old Today at 6:57 PM
Greetings everyone, we have a statement from our Deputy CEO about "Life By You":


"Hello everyone,

After much consideration, we regret to announce that we have decided to retract Life by You’s Early Access release date, previously set for June 4th. This was not an easy decision, especially since we understand the anticipation and excitement that many players have for the game. However, we believe that additional development time is needed.

While we would have preferred to commit to a new release window, we believe it is more prudent to hold off while we plan ahead, rather than committing to a new date that we cannot be certain to meet.

We will provide more information as soon as possible, until then we want to sincerely thank you for your continued support and patience.

Mattias Lilja, Deputy CEO of Paradox Interactive "

From the paradox forum;
https://forum.paradoxplaza.com/foru...e-date.1680458/
Field Researcher
#919 Old Today at 7:13 PM
Honestly, good. I'm so glad Paradox seems to be stepping in like I hoped they would and get their acts together. Releasing another shaky game (even though again, it's early access) would look really bad for Paradox overall.

I hope with this, they can hire a few more people to fix up those characters and the overall art direction and then I think this game is actually on it's way to being well received.
One horse disagreer of the Apocalypse
#920 Old Today at 7:40 PM
Quote: Originally posted by kirabook
Honestly, good. I'm so glad Paradox seems to be stepping in like I hoped they would and get their acts together. Releasing another shaky game (even though again, it's early access) would look really bad for Paradox overall.

I hope with this, they can hire a few more people to fix up those characters and the overall art direction and then I think this game is actually on it's way to being well received.


I am getting the opposite vibe from the announcement. I'd not be surprised if it's debudgeted in favour of another game thats coming along nicely. There have been too many delays in LBY and very little in the way of positive feedback. The community manager has told the LBY yibs that she will not be talking about it at all until they have worked out what to do. So the studio are in some disarray right now

"You can do refraction by raymarching through the depth buffer" (c. Reddeyfish 2017)
Test Subject
#921 Unread Today at 8:38 PM
I'm agreeing with Inge here. It all feels a little off, like the relationship between Tectonic and parent company Paradox is beginning to fray. I wouldn't be surprised to learn Paradox is beginning to lose faith in the project as well, but that would be unfortunate. The blurb to me reads like the game is in trouble and in danger of being delayed indefinitely, i.e cancelled. And I want LBY to be a comeback story, I want to be proven wrong about it.
Field Researcher
#922 Unread Today at 9:06 PM
Maybe, but LBY isn't the only game struggling under Paradox right now. They've had multiple releases rushed out and broken and gamers are starting to notice a trend. Either Paradox has decided to start steering the ship for a while to get LBY on the right track, or all the discourse and uncertainty among the community (which is probably not what they were expecting) has caused Paradox to lose faith in the project overall. Or both.

I'm probably out of the loop but I can't think of another Paradox game out right now that isn't in disarray and in need to more time, budget, and people on it. I've heard CS2 is only recently starting to get on the right track.

Like I said, I'm hoping it's a "Oh, this project needs help we should hunker down and do this right" rather than a "this project is completely cancelled". The life simulation genre is popping right now, I can't imagine Paradox would want to completely shut it down.
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