PapaPetro
Guest
I'd play the shit out of Armored Demon's CoreDemon's Souls to my Armored Core
I'd play the shit out of Armored Demon's CoreDemon's Souls to my Armored Core
13:40 <twig> there are 2 ways to do lighting
13:40 <twig> #1 is to have 2 render targets: A and B
13:42 <twig> clear A. render light to A with no occlusion. occlude the light by drawing all obstacles
toward infinity. see: https://i.imgur.com/cF5fAx5.png
13:42 <twig> then, accumulate A into B by using the GL_ONE, GL_ONE blend function
13:42 <twig> do the same for all other lights
13:42 <twig> finally, draw B as the lightmap
13:43 <twig> that's rather straightforward
13:43 <twig> solution #2 one is a more clever, because it only works in 2D
13:44 <twig> for the former way -- you have to switch rendertargets (which is expensive) to blend A to B
13:44 <twig> this has to be done for *each* light
13:45 <twig> and this is the second way, this is the most complete description:
https://github.com/mattdesl/lwjgl-basics/wiki/2D-Pixel-Perfect-Shadows
13:46 <twig> first, I don't understand the math behind it so debugging intermediate steps will be difficult
13:47 <twig> second, there's some criticism posted online that it has more inaccuracy because the lightmap is always of limited size but the method assumes that circles are 'real' and continuous (and in traditional GPU graphics they never are)
13:48 <twig> but it can be done without switching GPU state as much as the first approach
13:48 <twig> no switching rendertargets
13:49 <twig> it can be done using a uniform and branching in the shader with multiple draw calls¹, which is relatively cheap [...]
13:51 <twig> switching rendertargets per light is actually very expensive
13:52 <twig> it's one of the most expensive GPU state changes
13:52 <twig> and state changes are what kills GPU performance
I don't think anyone cares about the word count apart from a few curious players, and the developers who might want to localize their game and have to pay a fixed amount per word.I don't think people realise how much an exercise in writing CRPG development is. I've spent ages writing the dialogue scripts and I'm only at 23,000 words for maybe 5-10% of the game so far. Age of Decadence was 520,000 words, Baldurs Gate was supposedly 1,000,000 words before the expansion packs. Got a long way to go.
The crazy thing? 'The average word count for adult fiction is between 70,000 to 120,000 words'. By the time I'm done, I would have written several books.
"More words than the Bible!"I don't think people realise how much an exercise in writing CRPG development is. I've spent ages writing the dialogue scripts and I'm only at 23,000 words for maybe 5-10% of the game so far. Age of Decadence was 520,000 words, Baldurs Gate was supposedly 1,000,000 words before the expansion packs. Got a long way to go.
The crazy thing? 'The average word count for adult fiction is between 70,000 to 120,000 words'. By the time I'm done, I would have written several books.
Yes, for that reason I am only focusing on producing only one main quest line. I feel its simply too complex if I deviate. Of course there will be lots of "options" in how you play along the way, but the creative dialogues are only based in the main story.I don't think people realise how much an exercise in writing CRPG development is. I've spent ages writing the dialogue scripts and I'm only at 23,000 words for maybe 5-10% of the game so far. Age of Decadence was 520,000 words, Baldurs Gate was supposedly 1,000,000 words before the expansion packs. Got a long way to go.
The crazy thing? 'The average word count for adult fiction is between 70,000 to 120,000 words'. By the time I'm done, I would have written several books.
I don't think anyone cares about the word count apart from a few curious players, and the developers who might want to localize their game and have to pay a fixed amount per word.I don't think people realise how much an exercise in writing CRPG development is. I've spent ages writing the dialogue scripts and I'm only at 23,000 words for maybe 5-10% of the game so far. Age of Decadence was 520,000 words, Baldurs Gate was supposedly 1,000,000 words before the expansion packs. Got a long way to go.
The crazy thing? 'The average word count for adult fiction is between 70,000 to 120,000 words'. By the time I'm done, I would have written several books.
Many amateurs think that more words == a better story, and then we get Numanuma with ~1,500,000 words, and it would benefit from axing at least half of them.
Many amateurs think that more words == a better story, and then we get Numanuma with ~1,500,000 words, and it would benefit from axing at least half of them.
I knew right there that the story was probably not going to be worth a fuck. Good writing is not about how much you can add... it's about how much you can take away.
I'd say : Dungeon Crawler, Party-based, Turn-based, Permadeath, Wizardry IVzwanzig_zwoelf
Could I get five tags for the upcoming rpgs thread listing?
I'll go with Monochrome Graphics instead of Wizardry IV, but the others seem perfect.I'd say : Dungeon Crawler, Party-based, Turn-based, Permadeath, Wizardry IVzwanzig_zwoelf
Could I get five tags for the upcoming rpgs thread listing?
I'd say what CryptRat listed is perfect. Thanks CryptRat!zwanzig_zwoelf
Could I get five tags for the upcoming rpgs thread listing?
I don't know if it's experimental nature will click for most fans of the genre, but there's only one way to find out.I came across your game (on Steam) via non-codex sources and went "wait isn't that ZZs game."
The hype is real! You better deliver
Oh yeah, reactivity and branches add a lot. My last RPG (Ringlorn Saga) has about 7,000 words and even without dialogue options, adding reactions like friendly NPCs getting scared or telling you to fuck off when you approach them with a weapon ready added quite a bit of text. There was a decent number of NPCs (~20 in the entire game), but the number was small enough to the point where giving everyone a single generic line would ruin the immersion.Many amateurs think that more words == a better story, and then we get Numanuma with ~1,500,000 words, and it would benefit from axing at least half of them.I knew right there that the story was probably not going to be worth a fuck. Good writing is not about how much you can add... it's about how much you can take away.
Yeah I know, I'm doing my best to keep it short and brief. I hate long-winded dialogues and exposition dumps more than most, believe me. But it still ends up being huge. For example, a branching dialogue tree with a mercenary NPC that insults your strength, makes you pass some strength checks to talk to him, can tell you where he's from and what he's doing here, and discuss how much it costs to hire him and some skill checks to lower his price... that all adds up to 900 words alone!
I don't think anyone cares about the word count apart from a few curious players, and the developers who might want to localize their game and have to pay a fixed amount per word.I don't think people realise how much an exercise in writing CRPG development is. I've spent ages writing the dialogue scripts and I'm only at 23,000 words for maybe 5-10% of the game so far. Age of Decadence was 520,000 words, Baldurs Gate was supposedly 1,000,000 words before the expansion packs. Got a long way to go.
The crazy thing? 'The average word count for adult fiction is between 70,000 to 120,000 words'. By the time I'm done, I would have written several books.
Many amateurs think that more words == a better story, and then we get Numanuma with ~1,500,000 words, and it would benefit from axing at least half of them.
I remember playing Pillars of Eternity for the first time, and being greeted by this clumsy word salad in the opening crawl.
I knew right there that the story was probably not going to be worth a fuck. Good writing is not about how much you can add... it's about how much you can take away.
The real story was the friends weI don't think anyone cares about the word count apart from a few curious players, and the developers who might want to localize their game and have to pay a fixed amount per word.I don't think people realise how much an exercise in writing CRPG development is. I've spent ages writing the dialogue scripts and I'm only at 23,000 words for maybe 5-10% of the game so far. Age of Decadence was 520,000 words, Baldurs Gate was supposedly 1,000,000 words before the expansion packs. Got a long way to go.
The crazy thing? 'The average word count for adult fiction is between 70,000 to 120,000 words'. By the time I'm done, I would have written several books.
Many amateurs think that more words == a better story, and then we get Numanuma with ~1,500,000 words, and it would benefit from axing at least half of them.
I remember playing Pillars of Eternity for the first time, and being greeted by this clumsy word salad in the opening crawl.
I knew right there that the story was probably not going to be worth a fuck. Good writing is not about how much you can add... it's about how much you can take away.
If you write enough words everyone will be too busy scanning over them to realize that there's no story.
This is set because certain sprites are somewhat revealing and there are a few mentions of some dark shit, like monsters using people as their playthings before killing them off.
I'm a big fan of the genre but gameplay wise blobbers peaked with Infinite Adventures IMO. Something with better graphics might come out but I don't think it'll be outdone in terms of character tinkering.I came across your game (on Steam) via non-codex sources and went "wait isn't that ZZs game."
I don't know if it's experimental nature will click for most fans of the genre, but there's only one way to find out.The hype is real! You better deliver