TwinkieGorilla
does a good job.
- Joined
- Oct 19, 2007
- Messages
- 5,480
The fuck is this? Goosebumps? This looks like something marketed toward elementary schoolchildren. Damn. Really disappointed with the art direction on this.
Game guis != your (hopefully) dynamic gui in e.g. browsers or desktop apps. Those dynamic guis have a shitload of specs & work behind them - while your average game gui lib hasn't.
Are you under the impression that every TB game with stats, action points, hit points, and party is just like JA2? There is a reason why JA2 stands alone.What is it then? There's turn-based combat, there's a similar view of the battlefield, there's a party, there are hit points, action points, an inventory, skills, stats, what could it possibly be if not a tactical game like JA2?A) it's not a tactical game like JA2, so the comparisons are pointless.
Or perhaps it's not a JA2-like game at all. Just a thought.Is it perhaps a tactical game like JA2, only worse?
Game guis != your (hopefully) dynamic gui in e.g. browsers or desktop apps. Those dynamic guis have a shitload of specs & work behind them - while your average game gui lib hasn't.
I see what you mean. But I still would've thought every control in Torque would have a .Left .Right .Width .Height coordinates? What else do you need to position the controls according to the screen resolution?
Game guis != your (hopefully) dynamic gui in e.g. browsers or desktop apps. Those dynamic guis have a shitload of specs & work behind them - while your average game gui lib hasn't.
I see what you mean. But I still would've thought every control in Torque would have a .Left .Right .Width .Height coordinates? What else do you need to position the controls according to the screen resolution?
Not sure about what you mean with .Left, .Right - typically you have widget.x, widget.y. And width / height is about the content of the widget
I know you have to do a lot more to get it working in practice, but it's not like it is super hard to do.
It's been crystal clear from day one. It's a zombie game focused on survival (not on combat) and dealing with other survivors.Good, perhaps someone should make it clear what it is.
except for the fact that they show critical information and don't actively hinder player use.
What bugs me here is the time involved is not astronomical. It's not like people think you need to spend 2 years making amazing AI, it's a couple days making the interface based on what it should be instead of what's convenient at the moment.
That I agree with.I have to say the UI doesn't look great. The in-game UI looks serviceable, but the character screen - the hideous coloured tabs that look like post-it note pieces, portraits that fit neither the game, nor the interface style, nor look good in any way whatsoever; perk/stat/skill markers that again stick out like a sore thumb but it's not even easy to tell what they are at a quick glance. I won't argue about how 'clean' it looks, since I don't exactly think everything should have zombie feces on them, but there's really nothing appealing about these interfaces except for the fact that they show critical information and don't actively hinder player use.
A) it's not a tactical game like JA2, so the comparisons are pointless.
Game guis != your (hopefully) dynamic gui in e.g. browsers or desktop apps. Those dynamic guis have a shitload of specs & work behind them - while your average game gui lib hasn't.
So it's kind of funny to demand a full flexible gui from games that are made by small teams - as the gui system alone to provide such luxury would eat up most of the dev time those small teams can afford.
Honestly? I never install widescreen "patches", I play the games in the resolutions they were designed for. Saves me at least the time to complain about tiny fonts - which I can then use to play & enjoy the game.
So edgy you're practically round?A) it's not a tactical game like JA2, so the comparisons are pointless.
Then I guess it's pretty much settled that this will be a zombie mod for AoD. A visual novel with management aspects and a world to run around to justify it being a "3D game".
It's been crystal clear from day one. It's a zombie game focused on survival (not on combat) and dealing with other survivors.
Sure. And some could argue that Doom is a military survival game focused on surviving the demonic hordes using the tactical arsenal at your disposal.It's been crystal clear from day one. It's a zombie game focused on survival (not on combat) and dealing with other survivors.
There couldn't be vaguer statement. Some could argue that JA2 is a military survival game focused on surviving military conflicts and dealing with other military people.
So edgy you're practically round?
It's more that everything about AoD is pretty much half assed anyway...
It's a very different game with different goals and mechanics. Brian has posted a lot about the game, so if you're curious, visit the forums and read about it.If ZRPG will be the same, which is absolutely not clear whether it will be or not so I'm just being stingy to get an answer, then zombie mod for AoD is what it is going to be.
It's not my game.So touchy you're practically numb?
Sure. And some could argue that Doom is a military survival game focused on surviving the demonic hordes using the tactical arsenal at your disposal.It's been crystal clear from day one. It's a zombie game focused on survival (not on combat) and dealing with other survivors.
There couldn't be vaguer statement. Some could argue that JA2 is a military survival game focused on surviving military conflicts and dealing with other military people.
I'm sure you know what I meant, but if you want to pretend that you don't, go nuts.
It's a very different game with different goals and mechanics. Brian has posted a lot about the game, so if you're curious, visit the forums and read about it.
Well, do they know, either?
Iteration time is my new favorite buzzword, meaning how much time you have to play with things to see what changes are needed. Since it's still in mockup phase it's not anything like a playable game yet so how can you really be sure of your game mechanics?
Certainly couldn't.And while at it, let's also add the fact how a lot of people were surprised by what manner of game AoD is, what with everyone expecting a Fallouty game after so many years. Certainly, it couldn't be your fault now, could it?