Vault Dweller said:
denizsi said:
Shhh, mentioning ESF and ITS in the same sentence summons VD to call bullshit on you and demand links (lol), but oh damn, now that I've done it myself, it may be too late now.
Yeah, God forbid someone asks you to back up your claims, which clearly interferes with you right to spew bullshit.
What claims do you want backed up? So far in this case, there's only one, ONE (1) single post voicing any kind of criticism/concern over that render over at ITS:
smart guy said:
While that looks nice and all, im more concerned with interactibility.Can the chairs and tables be moved and interacted with ?Can i throw them,overturn them,break them,light them on fire,etc.... ?
Everybody else is floored/easily amused. So bullshit must be the new truth.
And mind this is one single example here and now. I most certainly can't be arsed to deal with going thread-by-thread and play quote hunting to prove any claims nor do I need to since this is a general condition mostly maintained by a few vocal posters, followed by the rest of the sheeple. One only needs to spend some time reading threads over there to agree or disagree with my impression and as far as I'm concerned, neither end will make me or you full of bullshit since this is just that, an impression.
So perhaps the real matter is, why you are being so much butthurt about it. Is it? You tell me.
As for the shot, it merely shows the level of details and what to expect graphically. From that point of view, it's pretty good. It wasn't meant to shock your delicate sensibilities or stimulate your mind with thought-provoking visuals. It's a fucking school library. What did you expect?
Cry some more. Some people called it sterile: is it not? Some called it a render: is it not? Yes and yes. So what is the problem? Butthurt much?
Also if we are to take this render as a "screenshot", that would suggest either of two things: most everything is static (look at all those shadows), eg. no moving furnitures around for barricading (though I wouldn't expect that level of interactivity from ex-Obsidians. It's obviously not their thing....
And whose thing is it, if you don't mind me asking? How many RPGs where you can move things around and build barricades have you played? It sure sounds like I've been missing out on some awesome RPGs.
There are so many things wrong with that question. Here's a start: why is the question limited to RPGs? That kind of thing isn't comlicated/hard to pull any more. The only thing stopping a 3D RPG from having that kind of interactivity/dynamism is the initial focus of design and game designers' willingness to do it. It's not like it's such a super-hard feat to pull and that's why nobody has been doing it so far. For a game with a basic implementation of physics, it's minor work.
That said, even though the game wasn't designed with such things in mind, you could do this to a degree in Deus Ex (there are many more examples but Deus Ex is the only RPG/semi-RPG game that comes to my mind at the moment. Somehow, I think there are more. Help me here). As for non-RPG and especially 2D games, there more games that did it than one can ever count.
Additionally, since this game will be point&click, ie. a practically 2D game except everything is represented in 3D (ie. no complex 3D space calculations for AI navigation, no complex 3D calculations for AI etc. in short there's very little difference between this and any 2D game for basic design), physics aren't that much relevant to it at all. It's a matter of design.
Take Zombie Night, a turn-based computer board game where you try to survive in a mansion in the middle of nowhere against ever increasing number of zombies where you can barricade anywhere, any door, window, corridor with any furniture you see around. It's so simple yet so genius. And all of it 2D with a very simple design.
Second, this is a zombie (ZOMBIE) survival (SURVIVAL) game for fuck's sake. Barricading is one of the core elements of any zombie setting. There's not a single zombie movie/book/comic without barricading as an integral part of the story. Why? Because it makes so much fucking sense. So if somebody is making a zombie game, and it's an indie game from former developers of a big name, meaning they can pursue any design ideas they like that they can reasonably do without watchful eyes of publishers telling them what they should or shouldn't, it's more than just a pretty good idea to make that happen in the game.
Third, because they were "supposedly", if we are to take some ex-Obsidians' words at face value, doing it with Alien RPG already before SEGA dropped the bomb. One thinks: if they could be arsed to deal with such a "non-gamey" element as barricading in what would supposedly be an AAA title (since this is Obsidian, SEGA and Alien IP we're talking about), why shouldn't they be just as arsed to do the same with their indie title?
Finally, Brian has already confirmed my suspicion, an objective suspicion that was based on a technical observation, at ITS that there will be no barricading. Sounds like I was correct, huh? What a crazy world.
So with all these things in consideration, perhaps the real question is, why are you being so much butthurt about it?
edit: You are late, btw. I expected you to make it to the first page.