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AoD - brand new screens

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,024
Hazelnut said:
Seriously, seeing changes to the PC model on screen is good feedback and helps to get attached to the char, but isn't that important as you know.
Depends on the level of details. Seeing different boots on your character isn't important. Seeing a shield equipped is. Seeing different animations for different attacks is (i.e. if you are surrounded by enemies and you choose a whilrwind attack yet all you see is a standard "poke him with a sword" animation, that kinda sucks)

Vault Dweller said:
If we can do the height thingy correctly, that would add a tactical element to combat, etc.
Yes, but how much game would need reworking - be careful on that one.
We aren't reworking anything major, it's just map design. In 2D everything was plain and straight, now we can add elevation and see what it does. That way a ranged specialist can pick his position using other than "as far away as possible" criteria.
 

Spazmo

Erudite
Joined
Nov 9, 2002
Messages
5,752
Location
Monkey Island
Can a ranged specialist wait for the realistic soil erosion to change the terrain to something that suits him better tactically? This is the level of detail I've come to expect as a modern gamer, you know.
 

Nick

Iron Tower Studio
Developer
Joined
Apr 21, 2004
Messages
317
Location
Over the hills and far away
@Kamaz

"Wouldnt those be high-poly models in comparison to low-poly ones usually used in games?"

1500-2000 polys for body mesh, <400 polys per armour/weapon piece. We are still in "testing mode", though - and always can change our standarts.

"I am not into computer graphics, but AFAIK creating low-poly object and makingprerendered sprites from 3D models aint the same thing."

True to some extent: both sprites and current shapes are based on same models. The only difference is that sprites were based on high-poly versions but with almost no textures involved.

"Graphical engine for the game should be just a component - easy to add, update and remove. If it interferes with other game too much so that it can not be easily substituted, its not very good coding. Like you should have functions like DrawMap, DrawObject and you should not care how you draw the map or character when creating the game - it might even output ASCii chars, if needed. So, the switch to 3D theoretically could be easy."

Showing mad programming skills, eh? :) Of course, you are right. Theoretically.
That really worked with our old 2D engine, that would work perfectly with most of 3D engines (check out "Irrlicht", for example). I made map related rendering routines very high-level, so, if we would choose Irrlicht engine (again, for example), you would be right.
That is not fair for Torque, though. Must see to understand :) Ask ElastiZombie, I think he'll agree with me. Characters-related stuff, mechanics, quests, dialogues, etc - all this stuff will work fine, it's totally engine-independent.
Fortunately, I don't have to rewrite graphical engine - Torque already has one.

" If that does not mean reworking all the artwork..."

It doesn't.
 

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