Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Game News Age of Decadence heading for the Big Leagues

xuerebx

Erudite
Joined
Aug 20, 2008
Messages
1,026
Applegate's Breasts said:
SoW is sowing some pretty graffix oats with Torque.



but you can't have PA without brown.

Is that seriously Scars of War?
 

Pastel

Scholar
Joined
Jun 16, 2007
Messages
894
skyway said:
I also liked Half-Life, Diablo, and Starcraft. What does that have to do with AoD?
What does that have to do with F3 which is positioned as an essence of RPGs?

Also, may I ask you what "horrible visual design" you are talking about? Care to be more specific?
a) Colours. Everything is simply brown and thus dull.
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.
I see your silly assumptions and raise you the Let's Play threads.

Based solely on those threads I can state that either Vince is a really talented conman, or AoD is going to be fucking awesome.

Also based solely on this thread I can state that Skyway is a giant fag. (fag, more like HAG, amirite?)
 

Elhoim

Iron Tower Studio
Developer
Joined
Oct 27, 2006
Messages
2,880
Location
San Isidro, Argentina
Applegate's Breasts said:
SoW is sowing some pretty graffix oats with Torque.



but you can't have PA without brown.

He is using the TGE Advanced, while we are using an older version of TGE, that doesn't have a very good render code. That's why he has more shiny grafix.
 

MetalCraze

Arcane
Joined
Jul 3, 2007
Messages
21,104
Location
Urkanistan

Disconnected

Scholar
Joined
Dec 17, 2007
Messages
609
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).
Great! Personally I wouldn't use Steam even if you paid me, so I almost got worried for a sec.
 

Fat Dragon

Arbiter
Joined
May 24, 2007
Messages
3,499
Location
local brothel
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)
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.

As for Ogre, I'll quote this post from Scars of War forum:
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.
 

Elhoim

Iron Tower Studio
Developer
Joined
Oct 27, 2006
Messages
2,880
Location
San Isidro, Argentina
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?

I'll consider placing some more objects in some maps that don't have a high poly count. Thanks for your suggestion.

skyway said:
And how about using less shitty engine next time? Especially when you know that there is a much more advanced version.

There wasn't a more advanced and stable version when we got TGE almost 4 years ago.

skyway said:

We will change the engine for our next projects, especially for one with better lightning and that can render more polies on screen.
 

MetalCraze

Arcane
Joined
Jul 3, 2007
Messages
21,104
Location
Urkanistan
@Fat Dragon:

So if you had the choice to pick between shitty and a very limited engine and spending time on making a working framework out of already made components that will give you a limitless engine like you want it - you would've picked the 1st option?
Yes it can be a very time consuming process (I was doing the same with GLScene when it was still alive) but the result will be satisfactory.

you would almost certainly discover that these libraries don't do everything you need them to do
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?

Elhoim said:
I'll consider placing some more objects in some maps that don't have a high poly count. Thanks for your suggestion.
Nice. I'm sure you can push much more out of Torque engine than you think. Especially if it will only add to atmosphere.

There wasn't a more advanced and stable version when we got TGE almost 4 years ago.
Oh.
 

MaskedMan

very cool
Patron
Joined
Jan 9, 2008
Messages
1,864,628
Codex 2012 PC RPG Website of the Year, 2015 Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag.
aod graphix suck better make new game VD
icondrunkue7.gif
 

Globbi

Augur
Joined
Jan 28, 2007
Messages
342
Skyway, it's more important to finish the game than to make your engine. Notice what were the expectations for the game in the begining - focus on setting and writing, simple 3D graphics. The graphics improoved a lot and the game is nearly finished.

Now they will, I hope, get funds, they form a team, they also earned some experience. Their next games will use better engines.

AoD developers probably had a choice of going for a title great in terms of pretty graphics and all the coolest of new technologies, while still having large, full and lively locations. Changing engines and modelling would take lots of time. same for redesigning combat system for use of environment (when there are objects I could use in a fight I would want to do it, and there are lots of such in detailed locations) and coding it.
Afterfall want that way. After a few years of development and a few engine changing they got funding. They had lots of negotiations with engine developers to get proper support and also developed it a bit for their own purposes (they said that no other engine was more suitable, even Unreal Engine 3). Their works are now full speed ahead in a nice studio. Still, Aod is going to be published and on shelves soon, AF has at least a year of development to go (with a few dozens people in team I think). Both ways are good if a good game is an effect, I don't see bad decisions of Iron Tower guys here.
 

racofer

Thread Incliner
Joined
Apr 5, 2008
Messages
25,857
Location
Your ignore list.
Which means, they focused all on graphix and left the meat of the game out for "a future game when we get more funds". But that's a lie, because you see, it's better to focus on graphiiixxx than gameplay because that makes a quicker buck, amirite?
 

St. Toxic

Arcane
Joined
Jun 9, 2006
Messages
9,098
Location
Yemen / India
racofer said:
You just countered your own saying.

Making a quick buck by getting a steaming pile of shit out there is way better than making a slow buck by working long and hard on getting a pile of shit out there. Besides, I'm above the system. B)
 

St. Toxic

Arcane
Joined
Jun 9, 2006
Messages
9,098
Location
Yemen / India
Spacemoose said:
I like to be around special and important people

This union is foretold in the stars themselves. I am like a black hole and you are a comet straying from your path. Come inside me, and I do mean that in a homoerotic way. :wink:
 

hiver

Guest
Elhoim, you dont mind that bitching from Skyway.
Man...that was just the worst bitching and whining about graphikz i ever seen on the codex.
And to what game of all? AoD!
And for what? All that raging... i thought he will announce new commandments.
trees... with orange leaves...

Not only that the whole core design of the game was about C&C and replayability but its also a post apocalyptic game.

Skyway did you fall from mars suddenly?

What do you think there is a team of dozen people working on this?
Bethesda?

Oscar gets only praise for very good (sometimes bloody awesome man, really) design every screen he shows, everywhere i mention it.

Not that a literally few items in some places wouldnt be good,
probably - if its possible to do considering time and effort included) but lets keep it post apocalyptic.

I would rather have some good hookah, eh?
:)


And for christ sake if you want a couple of damn trees with orange leaves on them why cant you just ask in a non berserk manner?

What the fuck is going to happen if you get the desire for carpets inside the houses?????

-edited-
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
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?
Can we see a few examples of nearly empty maps and some specific suggestions in regard to their improvement?

And how about using less shitty engine next time?
Great advice. We'll be sure to follow it.

Especially when you know that there is a much more advanced version.
Not advanced. Different. TGEA is an eye candy. TGE is its ugly but hard working cousin.

TGE vs TGEA - Accessibility vs Eye Candy

Now, I understand why Gareth switched to TGEA. For a first person sandbox game, TGE isn't a viable option. For AoD it is. Odds are, we'll continue using it.

As it's already been explained, it's not a real engine. Overall, we picked Torque for 2 reasons:
- proven [by many games] and stable
- huge community support with plenty of easily available custom code, kits, and upgrades.

So far, no regrets. The game looks great and the screens don't do it justice. You'll see once the demo is released. Sometimes it's hard for me to believe that this is our game.

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?
It's impolite to talk about things you don't understand.
 

Arcanoix

Scholar
Joined
Dec 12, 2008
Messages
574
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.

THIS is the most important thing when it comes to it. If you lose the rights to your Intellectual Property, concepts/ideas, settings/characters, etc. it's all over - before you know it an asshole and his community college-educated colleagues (see Bethesda's 'Todd Howard') are assigned by some asshole company/publisher (Bethesda/ZeniMax) to make money from the series you started... (see Fallout)

Then again you guys already know that - so congratu-fucking-lations.
:D
 
Joined
Jul 15, 2004
Messages
1,117
VD if you get this shit onto a shelf before Christmas, I will buy 12 copies, one for each of my nephews/nieces SO GO GO GO.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom