taxalot
I'm a spicy fellow.
What a familiar story.
But Todd didn't need them, and was largely responsible for launching Bethesda into hyper stardom.They needed Todd.
Spiritual successors need to die. Make something original already.
Spiritual successors need to die. Make something original already.
You make pixelated anime prostitute games.
I look at Monomyth, child of single programmer worked part-time because of his day job. Arx/Ultima Underworld mix. Regular updates (video/image), new features, new enemies/environments/spells. Awesome yet affordable graphics. Guy is clearly talented, hard working and more then modder
Then I look at this shitshow. Lolcow
I look at Monomyth, child of single programmer worked part-time because of his day job. Arx/Ultima Underworld mix. Regular updates (video/image), new features, new enemies/environments/spells. Awesome yet affordable graphics. Guy is clearly talented, hard working and more then modder
Then I look at this shitshow. Lolcow
You think they were going to spend a bunch of money on temp assets instead of using placeholders like everyone normally does?For example, Julian LeFay's suggestion to build the game with Unreal store-bought assets would make much more sense if he was referring to the prototype game.
You think they were going to spend a bunch of money on temp assets instead of using placeholders like everyone normally does?For example, Julian LeFay's suggestion to build the game with Unreal store-bought assets would make much more sense if he was referring to the prototype game.
Spiritual successors only work when they are done involuntarily - AKA, are not created or sold in that way. In this case, the developers just tried to create a good game, but the things they considered important/good for the game to be good coincided with the "spirit" of some old game and makes you remember it in a certain way. It can't be a process of pure imitation, it has to be a distinct creative processes that somehow evoke similar feelings for going in the same direction, but is not afraid to differentiate when he believes it is necessary.
Everyone's mocking the whole 8M budget thing but there's an argument to be made that a procedurally generated, systems-driven RPG with a small budget is a smarter allocation of resources compared to a $100+ million content-driven RPG where everything is made by hand only to be experienced once.
Imagine if Dwarf Fortress or Kenshi had an eight million dollar budget.
The itch.io/steam release version appears to be consolidating some of those windows.Then Dwarf Fortress would actually have a usable UI.
I joke out of love, but also seriously, it needs a better interface. Too many damn windows/tabs.