FeelTheRads
Arcane
- Joined
- Apr 18, 2008
- Messages
- 13,716
Surf Solar, what do you use to render?
Surf Solar, what do you use to render?
Obsidian is doing a He-Man RG called Project Eternia. Jaesun is going all http://www.youtube.com/watch?v=ZZ5LpwO-An4 over it. The rest of this thread is Vots trolling, Captain Shrek being retarded and lots of others being even more retarded by giving Vots and Shrek attention (and some inane rambling/one-liners). That should sum up 370 pages of this thread.Someone summarize this thread for me.
Obsidian is doing a He-Man RG called Project Eternia. Jaesun is going all http://www.youtube.com/watch?v=ZZ5LpwO-An4 over it. The rest of this thread is Vots trolling, Captain Shrek being retarded and lots of others being even more retarded by giving Vots and Shrek attention (and some inane rambling/one-liners). That should sum up 370 pages of this thread.Someone summarize this thread for me.
Now it's your job to find the 4 pages of quality posts in this thread. Get working
With some tricks, yes, it took me a while to figure it out. If you want I can send you the preset.
With some tricks, yes, it took me a while to figure it out. If you want I can send you the preset.
Nah, thanks, I stopped using Vue a long time ago. Maybe I'll contact you if I ever re-install it, just out of curiosity to see how it's done.
It's just that it kinda looked to me like a Vue render, but I thought I must be wrong since I didn't know you could have parallel projections in it.
Josh Sawyer wrote it either as a forum post or a formspring answer, I'm too lazy to track it down. It was also quoted by someone in this thread, good hunting soldier.They said they plan to use multiple angles, a higher one for indoors and a lower one for outdoors.I don't know, it feels "off" kinda.
I really hope this is not final angle they'll use in the game
Nice, do you have a source for that? Didn't know it before
Less volatility. In IE games the line between complete success and utter failure could be very thin. You could be wiping the floor with the enemy then have your mage pulverized into a thin red mist by a random backstab. Leaving critically important outcomes to a single saving throw doesn't sound too satisfying of a mechanic, especially when success or failure is outside of player control. Using stamina/health seems like a plausible solution to this problem. You can still have heavy hitting spells and abilities, but now losing a character is clearly a failure on player's part, not just a coin toss. With a significant punishment in place for such a failure, you can communicate it very clearly to the player that he needs to rethink his approach and revise his strategy.I guess the best question is what's the advantage here? What does the system add/do that a single health bar won't?
Now it's your job to find the 4 pages of quality posts in this thread. Get working
I was rewatching this screenshot of PE and read some of @villian of the story 'sbitchingscomplaints and now I kinda have to agree even - the perspective is a bit wrong on that and the camera needs to be tilted differently.
Some stuff I experimented with (it's old already)
Less volatility. In IE games the line between complete success and utter failure could be very thin. You could be wiping the floor with the enemy then have your mage pulverized into a thin red mist by a random backstab. Leaving critically important outcomes to a single saving throw doesn't sound too satisfying of a mechanic, especially when success or failure is outside of player control. Using stamina/health seems like a plausible solution to this problem. You can still have heavy hitting spells and abilities, but now losing a character is clearly a failure on player's part, not just a coin toss. With a significant punishment in place for such a failure, you can communicate it very clearly to the player that he needs to rethink his approach and revise his strategy.I guess the best question is what's the advantage here? What does the system add/do that a single health bar won't?
With some tricks, yes, it took me a while to figure it out. If you want I can send you the preset.
Nah, thanks, I stopped using Vue a long time ago. Maybe I'll contact you if I ever re-install it, just out of curiosity to see how it's done.
It's just that it kinda looked to me like a Vue render, but I thought I must be wrong since I didn't know you could have parallel projections in it.
I mostly use it because I can create animations for scenery graphics a lot easier than in 3dsmax for example.
Some watermovement test:
I would LOVE to know how the Obsidian folks will be doing animations and renderings, heh.
BTW, are you a fellow 3d/2d artist too? Would love to exchange some techniques here on the dex.
I wonder if they will go for a -1 HP per second deal while players are unconscious after their stamina is drained. It would add some tension. You could no longer say 'Crap my mage passed out!' It would be 'Crap the mage passed out now I need to get someone over there to patch him up before he bleeds out all over the road'.
*The* bishop? The one I'm thinking of?<snip>
Which is awesome and "cinematic"? The enemy managed to turn the tides of battle with a well placed backstab? And isn't that what various protective spells and trusted comrades are for? I mean, you don't just put your mage in the middle, tell him to commence casting diabolical spells, and forget about him, do you?Less volatility. In IE games the line between complete success and utter failure could be very thin. You could be wiping the floor with the enemy then have your mage pulverized into a thin red mist by a random backstab.
Well, a mage is not a Death Star, so it's not a single saving throw, that's the point. I agree that a single throw should not decide the outcome of a fight, but there are many different ways to deal with it and going with the Protoss' shields isn't the best one.Leaving critically important outcomes to a single saving throw doesn't sound too satisfying of a mechanic, especially when success or failure is outside of player control.
The coin toss you speak of is the direct result of a failure on the player's part. One of the best fights in IWD2 was the fight for the holy avenger. Keeping your mages alive there was a real challenge.Using stamina/health seems like a plausible solution to this problem. You can still have heavy hitting spells and abilities, but now losing a character is clearly a failure on player's part, not just a coin toss.
Goal focused systems are cost effective and are generally the easy way out, but process focused systems are superior in every other aspect.