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Divinity: Original Sin Pre-Release Thread

Kem0sabe

Arcane
Joined
Mar 7, 2011
Messages
13,083
Location
Azores Islands
The :incline: of 2013 continues.

From their Facebook.

We've been implementing the Attack of Opportunity mechanic in the gameand we'd like to give you a little sneak peek. The indicators on the ground are still in infamous 'programmer art' but with that in mind; here's what it looks like (for now):


487566_624645194228483_45603199_n.jpg
 

hoverdog

dog that is hovering, Wastelands Interactive
Developer
Joined
Jul 8, 2010
Messages
5,589
Location
Jordan, Minnesota
Project: Eternity
Joined
Dec 28, 2012
Messages
6,657
Location
Rape
I'll admit I goofed with my description there, but the way the game seems and plays suggests just that.

Why it went from a good-looking rpg to pay2win chess I'll never get. I hated the game, but I didn't clench my teeth and force myself to keep playing more so I am no expert on the matter.
 

Stabwound

Arcane
Joined
Dec 17, 2008
Messages
3,240
Please please please don't consolize this game. For the love of fucking god.
 
Joined
Mar 13, 2012
Messages
3,438
Location
Lost Hills bunker
If I smell the taint of consolitis on the pc version, I won't come near it or buy it. But I look forward to this game a lot. Hope they won't disappoint with that consolitization shit. :(
 
Joined
Mar 13, 2012
Messages
3,438
Location
Lost Hills bunker
You are aware Unity (Isn't this being made in that?) can port to Consoles (and even Browsers).

I don't know bro. The mention of game being ported to consoles makes me fearful and angry now (because that always means some "adjustments" in the game, even for PC users). :(

It would be too bad, as Larian has made some really cool and nice games, and this one looks maybe the best of them all.
 

Jaesun

Fabulous Ex-Moderator
Patron
Joined
May 14, 2004
Messages
37,250
Location
Seattle, WA USA
MCA
Porting a game to a console is NOT the problem.

Designing your entire game AROUND the limitations of a console controller is. (Though this is not a problem depending on the complexity of the game. But one example is porting Baldur's Gate to the console just proved too much of a task to figure out and was never released, even though they did try to do it).
 

SCO

Arcane
In My Safe Space
Joined
Feb 3, 2009
Messages
16,320
Shadorwun: Hong Kong
The difficulty of doing a port, code-wise is the least of the problems of doing one. Butchered control schemes, huge fonts and comparatively less text, memory&Cpu limitations and their effect on the rest of the game is more like it.
 

Kem0sabe

Arcane
Joined
Mar 7, 2011
Messages
13,083
Location
Azores Islands
All in all, this is looking pretty nice, although i wish Larian would tone down their "particular" sense of humor somewhat for this game.
 

Flacracker

Educated
Joined
Nov 6, 2011
Messages
77
Porting a game to a console is NOT the problem.

Designing your entire game AROUND the limitations of a console controller is. (Though this is not a problem depending on the complexity of the game. But one example is porting Baldur's Gate to the console just proved too much of a task to figure out and was never released, even though they did try to do it).
This. A turn based game can be done on consoles just fine with a controller. The main problem with consolitis is dumbing down shit for the mass market -- the consoles.
 

InternalRevenue

Educated
Joined
Dec 29, 2010
Messages
54

blog_ia_3785504_6844069_sz_357_1_.jpg




Now learn the meaning of words: "makes sense" and "would consider" as opposed to "will be released"

CD Projekt pulled the same shit during witcher 2 development, gushing about how well it worked with an xbox controller. You know what became of that - a console UI and QTEs. Still, I'll give Larian the benefit of the doubt until more decline comes to light.
 

SCO

Arcane
In My Safe Space
Joined
Feb 3, 2009
Messages
16,320
Shadorwun: Hong Kong
This. A turn based game can be done on consoles just fine with a controller. The main problem with consolitis is dumbing down shit for the mass market -- the consoles.
Objection mista, a PC port on consoles tends to replace the pointer by 'hidden pointer solutions' (since cursors are awful on the controller, so if the game primary target is the console, it almost never happens) hiding the pointer and discretivizes movement into single quantums and menus (like all SJRPs and console-blobbers i can think of).

Trying to translate a pointer directly into a controller is awful for playing on a controller, trying to go the other way around and put in a console menu-system on a complex game on the pc is a waste (often without many keyboard shortcuts since the mapping is just from the simple controller scheme to the keyboard). It is very rare indeed the game that rehauls the whole interface so that the control scheme is menu-driven pointer-hidden discrete on the console but hotspot, pointer-shown continuous on the pc. In fact the only examples i can recall ofhand are ports from classic pc games to consoles, like pirates gold, which were done much much later, and mostly where the game already used the keyboard arrow keys as main movement (discrete or continuous).

I actually see no easy way for a game to port from a 'discrete' to a 'continuous' coordinate system on any part of it's code, so porting something like Baldur's Gate or ToEE to a console is a exercise in future bankruptcy, even though it's a perfectly suited option for the pc.
 

ForkTong

Larian Studios
Developer
Joined
Nov 8, 2012
Messages
314
Location
Krynn
I don't write or follow much, but the console-fear attracted me. (Also, a codexer visited us today and I wanted to find out his nickname.)

IF we do a console version, it will not have any impact on the PC version. (UI, controls, textures, memory, text... will not change for PC. Case in point: Dragon Knight Saga UI and control scheme was redone from scratch for X360 and had no impact on PC. PC offered a completely different UI, controls were keyb+mouse. High res textures were available on PC version. In PC version, characters used their originally chosen appearances whereas on X360 we had to reuse models. Text was never shortened. Loca companies love us.)

Also, no, this is not Unity.
 

ForkTong

Larian Studios
Developer
Joined
Nov 8, 2012
Messages
314
Location
Krynn
Actually I've just tried to read through this thread, and maybe I should take the time tonight to reply to some questions/insinuations/ponderings. If only because someone said more gamedev ppl should look like me instead of suits.
 

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