evdk
comrade troglodyte :M
EDIT: Holy shit, did that post make me Prophet?
More like Prosper.
EDIT: Holy shit, did that post make me Prophet?
I think it is safe to assume that the game will be "2d", or rather, top down as it is much more controlled environment. Creating a 3rd or 1st person view game that would be up to today's standards would be too much of an undertaking for such a relatively small studio.
Duh. That's not what we're talking about here. The question is if it will have 2D backgrounds.
Then again, Project Eternity from screenshots looks like fully two-dimentional, is it not?
Then again, Project Eternity from screenshots looks like fully two-dimentional, is it not?
Yes. They are 3D rendered scenes, and then made into a 2D backdrop.
Probably, but is this a problem in any way?Then again, Project Eternity from screenshots looks like fully two-dimentional, is it not?
Yes. They are 3D rendered scenes, and then made into a 2D backdrop.
The character models are still realtime rendered 3d models placed on the 2d background plane. I bet they will include particle overlays rendered in realtime too to make it look prettier.
Probably, but is this a problem in any way?Then again, Project Eternity from screenshots looks like fully two-dimentional, is it not?
Yes. They are 3D rendered scenes, and then made into a 2D backdrop.
The character models are still realtime rendered 3d models placed on the 2d background plane. I bet they will include particle overlays rendered in realtime too to make it look prettier.
Such as Silent Storm style explodable environments?Come to think of it, 2d backgrounds would actually be detrimental to a Planescape game. Sure, pre-rendered backgrounds are gorgeous and scenic. But they're also incredibly static. Sigil is meant to be this place of constantly twisting architecture and random doors popping in and out of existence, their portals sucking you in vortexes and spitting out God knows where- maybe to an ancient crumbling fortress, sinking in lava or on a back of a huge tenticled beast floating in air? You can do so much with 3d to make the world feelchaotic, otherworldly and dangerousProsperian.
Such as Silent Storm style explodable environments?
Ah, maybe a better example would be Populous style terrain manipulation? Having the ground sink into the sea or volcanoes forming as you watch, or even something as simple as causing a landslide to block a road.Such as Silent Storm style explodable environments?
Not necessarily a destructible environment, but more in line like, say, walls grotesquely twisting and changing shapes in Soul Reaver when you shift between planes. I'm really blanking on any good examples right now.
You mean like the pregnant alley in PS:T?Not necessarily a destructible environment, but more in line like, say, walls grotesquely twisting and changing shapes in Soul Reaver when you shift between planes. I'm really blanking on any good examples right now.
What do you mean, make?
What about your Fallout 3 prediction in caricature form that came true completely?
More like Prosper.
Sigil is meant to be this place of constantly twisting architecture and random doors popping in and out of existence, their portals sucking you in vortexes and spitting out God knows where- maybe to an ancient crumbling fortress, sinking in lava or on a back of a huge tenticled beast floating in air? You can do so much with 3d to make the world feelchaotic, otherworldly and dangerousProsperian.
As long as it is fun to play, I wouldn't even mind minesweeper as the combat model.
As long as it is fun to play, I wouldn't even mind minesweeper as the combat model.
Sound like a description of Unreal World.
Yip. I brought the same issue to the attention of Colin, Adam and Kevin weeks ago, and they'd obviously been thinking about it too. Numenera is designed very much so for simplicity so the pacing of the p&p session feels good, and for GM agency. That works for p&p, not so much for computers. So they don't plan to take that kind of stuff and implement it 1:1 to PC, instead they'll rework it so you instead take advantage of the complexity that a cRPG can more easily handle without any delays. So yip, you're right, but the advantage here is they're working in from 0 hour and with more flexibility than your usual licensing deals, not trying to duplicate a p&p system as closely to PC as possible as your usual licensed AD&D or DSA titles do.That said, I remain perplexed by the game's "universal difficulty" concept -- like, if a door is difficult 5, that means no matter what you try to do to open it (pick the lock, cast a spell, throw a bomb, talk your way in), the check is the same: roll to see if you get more than a 5. Cook says there are little adjustments you can do, but the default is that the difficulty is the same across the board. I get the reasoning behind that from a story-telling standpoint, since it makes all challenges available to all characters, but I do wonder how satisfying it would be in a PC game scenario.
To be fair... Everything *is* shit.Yeah. Most of our "hard-core cRPG" fans here don't play games any more - new or old. They don't care about games, they care about the idea of a game. The idea of a perfect hard-core old school cRPG. And naturally no-one can ever make that game, hence everything is shit.
As long as it is fun to play, I wouldn't even mind minesweeper as the combat model.