Vault Dweller
Commissar, Red Star Studio
- Joined
- Jan 7, 2003
- Messages
- 28,038
Vince said:A working monitor will greatly enhance your experience.
Not sure if it's possible at the moment.suibhne said:Is it possible for the zoom to be higher than that? RPG games often drives me nuts because the view is so tight. This is especially problematic when the interface (or character movement) is mostly mouse-driven.
Good point. I'm hesitant to talk (hype) about things that are subjective. For example, you say that these features are offered by every other game - I disagree, simply because the mechanics supporting that don't always exist (different attacks, different weapon choices for enemies), etc. I simply answered the question. Had I said anything more, some people may have gotten a wrong impression (the RAI syndrome) and started imagining things, which is what I'm trying to avoid.In other news: why do you always play down enemy AI so much? ... Don't sell the game short.
Some descriptions are triggered (you entered something, approached something, or passed a skill check - noticed something); some descriptions are attached to objects (l-click).drunkpriest said:Looks awesome, quick question though. In the screens it displays what you see down below in text, does this happen when you mouse over certain things or just when you enter the area?
Backround = Character "class", right? Does this mean that I can choose not to pick one at the beginning? If so, will starting a game as a "nobody" have any special benefits? Overall, how well does the game support a "loner" character and can you finish it without joining any factions?You either select a background when you create your character, instantly becoming a respected member of a faction or you try to join one later.
But you don't even mention the skills by name in the interview! Some people, who might be willing to hand you their $25, might have not read your studio's website yet and they might not know what skillset you are using. I think such interviews are a great opportunity for giving as much info on the game as you can, and I'm not sure why you didn't mention the skills in more detail - dialogue seems to be one the main selling points!GB: Tell us about the dialogue system in The Age of Decadence. How will skills, factions, or even previous actions play a role in what dialogue is available to a character?
Vince: The 3 conversation skills need no explanation.
Thanks.protobob said:Nice screenshots. The graphics are simple but clean. Nice colors.
You are a stranger in these parts, nobody knows you, so some options are open, some options are closed.fraunclein said:Backround = Character "class", right? Does this mean that I can choose not to pick one at the beginning? If so, will starting a game as a "nobody" have any special benefits?
You can.Overall, how well does the game support a "loner" character and can you finish it without joining any factions?
I agree. They are from two different guys (we've had a discussion here somewhere); I prefer the second guy's style, so nothing to worry about.I'm not sure if I like the type of music you're going for. The latter sample is pretty nice, original and interesting to listen but the first sounds too much like a clichéd fantasy must-have hobbitsy village song...
No. I dislike the DnD way where attacks have requirements. They way I see it, everyone should be able to try any attack, but a novice would only have a small chance to succeed. Still, "small" is better than nothing and a chance is a chance.Is the availability of different special attacks tied to your weapon skill and attributes?
No. Would be cool, but no.Can you learn new attacks from in-game events (e.g. from a masters of particular weapon style)?
Thanks. I certainly hope so too.The quest & faction mechanics & the gameworld detail (like the buried tower) sound as neat as ever. I certainly hope you'll be able to accomplish what you're trying to accomplish.
Doh! Thanks. I'll watch it in the future.Elwro said:But you don't even mention the skills by name in the interview!
Mesa stupid.I think such interviews are a great opportunity for giving as much info on the game as you can, and I'm not sure why you didn't mention the skills in more detail - dialogue seems to be one the main selling points!
That's what we are doing right now. Compare the new screens to these ones:suibhne said:I think the graphics are fine - they certainly won't hurt my eyes. But it seems to me that, if you have a significant delay due to testing, you could think about raising the texture resolution and quality.
If you say so.Jasede said:VD, you are smart, and you know it.
Too much stuff: crazy time of the year at work, game development & coordination, the PR stuff: coverage offers - must answer to everyone, dealing with digital download guys (Manifesto and a well known company that shall not be named), dealing with other developers (business cooperation), and writing this interview, trying not to repeat myself too much and give some info to new people without making it a boring interview #421 for the "old" people. Could have done better.You should not, however, be all too Codex-like when giving an interview.
We all know that the game won't win any graphics awards. I show what the game will look like without trying to pretty things up. I'm not being stupid, I'm being very open with people for whom we develop the game.The screenshots? Well...
It looks like NWN for the poor.
That is a vast improvement from what that game used to look like, though.
Actually this particular line was written by a native English speaker with a very decent style.Flavour text is godly...
...I wish it was more well written. I am not a native speaker [okay, writer] myself, but...
"You enter the house. It is filled with scrolls, crates and every imaginable gadget of varied uselessness" sounds... wrong. Sorry. I don't have the native's vibe for incorrect English, so it might just be me, but it sounds wrong.
I take it as "I prefer more verbose descriptions". Dully noted. If I have time, I will tweak them.I'd... prefer this...
"You enter the cramped building, a plethora of chests and crates stashed untidily in a corner. Every nook and cranny of the house seems to be occupied with seemingly useless gadgets, many scrolls and notes strewn about all over the place."
Claw said:The third screenshot irritates me a little, though. What's the white stuff? Smoke? Fabric? It looks strange.
Vault Dweller said:Anyway, question to other people: how are the screens?
Screenshots look much better than the previous ones, the textures are much better now,
still you should implement some lightning system
4 new screens. What do you think? Better?
The lightning system is in (see the earlier "campfire" screenshots), we've got the lightning add-on to the engine, so it's a question of tweaking. And because the add-on code isn't perfect, such tweaking may take a lot of time.Inziladun said:Would that really be all that doable at this stage in the production?
Another 3-4 weeks of extra work. Might be too late for that.Crichton said:On the other hand, the huge-ass GUI still bugs me.
I know it sounds silly, but I like description windows.Use Tool-Tips instead of the "description window"
Not possible. There is a lot of info there (attack type & selection, damage, speed, range) plus the weapon icons look neat.Use smaller weapon/item pannels
The game world isn't that immersive graphically, and I'd prefer to immerse people into dialogues, story, and options, so big ass bulky windows are a must.As mentioned previously, use transparent windows when you need to use big windows, it keeps TEH IMMURSHUN by keeping the game world on screen.
I hate to sound negative, but I hate scrollable dialogue. The dialogues are a major feature of the game, while the graphics are not even on the feature list (if we had one). So, why would I minimize something related to a major feature so I can show more of one of the weakest areas of the game? Doesn't compute.Arcanum and PS:T didn't need to completely block out the gameworld with the "dialog window" because they had scrollable dialog.