xuerebx
Erudite
- Joined
- Aug 20, 2008
- Messages
- 1,026
Applegate's Breasts said:
Is that seriously Scars of War?
Applegate's Breasts said:
I see your silly assumptions and raise you the Let's Play threads.skyway said:What does that have to do with F3 which is positioned as an essence of RPGs?I also liked Half-Life, Diablo, and Starcraft. What does that have to do with AoD?
a) Colours. Everything is simply brown and thus dull.Also, may I ask you what "horrible visual design" you are talking about? Care to be more specific?
b) Lack of small details. Locations look ridiculously empty - the fort outdoors, castle(?) indoors and that dungeon from more or less recent screenshots are too empty and I'm sure Torque is capable of a bit more than that.
F.e. with fort it would've been good to add more late autumn trees (like the ones in HL2/diablo3) with orange leaves here and there, some buckets lying near the fence, a broken wheel etc. Right now the fort looks like it is just the brown fence in the empty field. Game simply needs better visual design to make the world look more "used"/alive.
Applegate's Breasts said:
Great! Personally I wouldn't use Steam even if you paid me, so I almost got worried for a sec.Vault Dweller said:Regardless of any deal made with publishers, the game will be sold through our own site and we would be able to ship a limited edition copy produced with love, care, color manual and map anywhere in the world (although we may charge a bit extra for the postage).
Switching engines to the Advanced version would have been too much of a hastle, I'd wager. And totally pointless, since AoD looks good enough as is.skyway said:Elhoim oh please - are you telling me that Torque won't allow placement of another 10-20 low poly objects on the nearly empty map?
And how about using less shitty engine next time? Especially when you know that there is a much more advanced version.
Hey there is a free and easy to understand open-sauce engine with lots of huge-community made modules to get you started immediately that is on a par with AAA 10/10 games' ones (how about some for Cyclopean hint hint)
Well, Ogre does look very sweet, but it is a rendering engine, which isn't the same thing as a game engine. A game engine is made up of a number of components, one of which is a rendering engine. Others components handle sound, player interaction, physics, animation, networking...there is also a lot of structure needed to tie all these components together into a working simulation. Overall a rendering engine is about 30% of a complete game engine. So if you used Ogre you would still need to do all that yourself. Even if you used a bunch of other libraries you'd still need to build the framework to put them all together, which is a lot more work than newbs think, and you would almost certainly discover that these libraries don't do everything you need them to do (that almost never happens in real life, sadly), so you'd need to extend them, which can be a problem if you don't get the source code.
skyway said:Elhoim oh please - are you telling me that Torque won't allow placement of another 10-20 low poly objects on the nearly empty map?
skyway said:And how about using less shitty engine next time? Especially when you know that there is a much more advanced version.
skyway said:Hey there is a free and easy to understand open-sauce engine with lots of huge-community made modules to get you started immediately that is on a par with AAA 10/10 games' ones (how about some for Cyclopean hint hint)
So how is it any different from a very limited Torque engine that won't give you even a 1/20th part of what those libraries can do? Except those libraries usually have a strong community support behind them and where is your Torque now?you would almost certainly discover that these libraries don't do everything you need them to do
Nice. I'm sure you can push much more out of Torque engine than you think. Especially if it will only add to atmosphere.Elhoim said:I'll consider placing some more objects in some maps that don't have a high poly count. Thanks for your suggestion.
Oh.There wasn't a more advanced and stable version when we got TGE almost 4 years ago.
Applegate's Breasts said:
skyway said:I have to admit that visuals of SoW gives my inner g-ho a hard-on.
Cloaked Figure said:dac is a shit hole.
mkaySt. Toxic said:Quick buck > Slow buck > No buck > Dumbfuck.
You just countered your own saying.St. Toxic said:Also, SoW looks pretty. I'll pirate it.
racofer said:You just countered your own saying.
that's good to knowSt. Toxic said:I'm above the system. B)
Spacemoose said:I like to be around special and important people
Can we see a few examples of nearly empty maps and some specific suggestions in regard to their improvement?skyway said:Elhoim oh please - are you telling me that Torque won't allow placement of another 10-20 low poly objects on the nearly empty map?
Great advice. We'll be sure to follow it.And how about using less shitty engine next time?
Not advanced. Different. TGEA is an eye candy. TGE is its ugly but hard working cousin.Especially when you know that there is a much more advanced version.
As it's already been explained, it's not a real engine. Overall, we picked Torque for 2 reasons:Hey there is a free and easy to understand open-sauce engine with lots of huge-community made modules to get you started immediately that is on a par with AAA 10/10 games' ones (how about some for Cyclopean hint hint)
It's impolite to talk about things you don't understand.So how is it any different from a very limited Torque engine that won't give you even a 1/20th part of what those libraries can do? Except those libraries usually have a strong community support behind them and where is your Torque now?
baby arm said:The publisher has accepted our "not negotiable" points (we retain all rights to the setting and future titles based on the AoD world, any DRM decisions should be approved by us, etc). We'll see.