JarlFrank
I like Thief THIS much
Well, the countless hours you spent on random encounters in Wizardry 8 didn't really help the game, so sometimes less is more.
They just released an update with some new lighting and a some good dungeon music. Very nice!
http://www.kickstarter.com/projects/879484120/antharion-an-old-school-rpg/posts/364974
KotC also took me "only" about 25 hours and it was wearing out its welcome in the last few.I don't know about this. This is the type of game where, as long as the combat is varied and interesting enough, I want a lot of it. I loved KotC and that was all combat. This game seems to tend towards combat encounters, not unique locations, dialogue, etc. at least what I've seen to this point.
Each to their own I suppose. I enjoyed the encounters and would have loved for the game to go on. Though it took me longer than 25 hours as I kept getting slaughtered until I got the hang of it.KotC also took me "only" about 25 hours and it was wearing out its welcome in the last few.
Hey guys, Antharion is not all about combat. Creating an interesting world that feels alive is as important to us as creating a solid combat system and we'll demonstrate this in upcoming video updates. It's incredibly important to us that every inch of the world is interesting and has some purpose to it. Antharion is not large beyond the point where a tradeoff kicks in between size/quality - if this happened we'd quickly scale down in favor of quality, but is hasn't and everything so far has gone better than planned in this regard.
Avoiding A* for speed reasons is somewhat silly. My own experience with it suggests that you could easily use it to generate thousands of routes per frame with very little impact on the framerate (my test was running at 200 Hz).
IMO, the greatest speed issues come from finding the closest waypoint to various points of interest; without an easy and implicit means of doing it (like you'd have with your grid), you don't have much choice but to brute-force it and store the results in a cache, which at that may just break the world up into smaller more manageable sectors to limit your search.
Looking at Wikipedia's description of the algorithm, it looks as though it basically points you to the next waypoint, and uses the information in that waypoint to direct you to the next one, until you reach the end.
I had thought of building a cache like this, but decided against it due to space reasons, though I was still at the "cache the full route" stage.
But this specific algorithmn would end up at around 16MB for my standard use case (2000), and 324MB in the more extreme ones (9000), for the record, A* still performs really well here.
I imagine that Antharion would have considerably more waypoints per level than 2000, so what steps do you guys take to prevent the memory/space requirements from becoming untenable?
What I meant with this was, have the windows, during the day time, light up the area nearby, whilst going much further in the window's direction than the others, like a spotlight.May I suggest that interior windows act a bit more like a directional light source during the day time?
It's hard to tell, but it currently looks as though the whole scene becomes brighter as a sole unit.
For the shadows/shading part, I was referring to the tree outside as well as roof of the building, one side of it is always shaded brighter than the others, and the tree's shadow was always being cast in a specific direction.
What I meant with this was, have the windows, during the day time, light up the area nearby, whilst going much further in the window's direction than the others, like a spotlight.
Not necessarily for casting shadows, unless you wanted to.
I'm just a bit bothered by how uniform the lighting looked during indoor day/night cycle.
Yeah, typical bitching from weeaboos.stop bitching about the lighting already, you sound like a little spoiled graphics whore.