ChristofferC
Magister
Looks like a tranny.
Something looks very wrong about that gal's head, but I can't put my finger on it.
I think they're not pointed at the same point, and possibly the futher away one needs to be smaller, I think the perspective is messed up.There might be something a bit off in the jaw and cheek structure, but I notice that her eyes look strange. It's like they're spaced weirdly or not necessarily lined up properly as you'd expect given the way she's looking.
Despite the complaints, this looks better than any concept art Obsidian has shown us.That was fan art from the Obsidian forums actually.
Bobby Null said:Adam and I discussed this a while back. Our goal is to get a large assortment of creature types in PE. There is a huge list of requested creature types ( I made the list myself) and I am sure they won't all make it into the first game, but we should be able to get quite a few of them in. Undoubtedly, Josh will want to change some creatures on the list as the lore of PE continues to get fleshed out.
Here are a few things to remember.
1. Our camera angle will allow us to make faster creatures. They won't need to be in cinematic cut scenes and the textures of the models will not need to be as detailed.
2. With the camera angle, the rigs should require fewer animations to make them look good.
3. We aren't as concerned about memory as newer CRPGs since we are PC exclusive. Having too many creatures types loaded at any given time creates real memory concerns on consoles. This is a big reason why you don't see combat encounters with 5 or 6 creature types (animation rigs) in most AAA console games. It's also one of the reasons you see smaller party sizes in those games.
There is always a trade off. I'm sure the large creatures in Dragon Age (that grappled party members) required a ton of animation support and testing. I'd guess this is one of the many reasons the creature variety was a little on the sparse side as the OP mentions.
Lastly, as the PE world gets bigger (with expansions and sequels) our bestiary will continue to grow. For example, BG2 benefited from the entire creature library of BG1.
Something looks very wrong about that gal's head, but I can't put my finger on it.
Bobby Null said:... I am sure they won't all make it into the first game ...
I think many of you would be blown away by how often players will look directly at a description of an option, pause, seem to analyze it, and then select it without putting 2 and 2 together until much later.
When that happens and the error results in, let's say, ~15 minutes of lost time, as a designer I go, "Hey dummy, pay attention." When that happens and the error goes unnoticed for 5... 10... 20 hours, the problem is so far in the past that I would rather just sigh and slide an emergency exit button toward them.
As a non-system-related example, in Fallout: New Vegas, we pop up a message box before the end of the game. It says (paraphrased) HEY MAN THIS IS THE END OF THE GAME. IF YOU WANT TO KEEP PLAYING, YOU SHOULD NOT START THIS. BECAUSE IT IS THE END. AND THE GAME WILL BE OVER. Even so, a huge number of people missed it or claimed to have missed it, so we later had to hard-code in an extra auto-save game at that point.
I could take some sort of grumpy tough-guy attitude and say "Well, tough poo poo," but I don't think that's beneficial to me or the player.
Guess im a genious?
GURPS 3rd Edition, which is [...] my favorite system.
Hormalakh: Fallout was originally meant to utilize GURPS 3rd Edition, which is (or was, back when I played tabletop RPGs) my favorite system. It was skill-based, generic, modular and easy to tailor to one's needs with a bit of work.
But in 1996, FUCKING CHRISTIANS ( FretRider and Humanity has risen!, this means you) thought RPGs were the Devil, as seen in Jack Chick tracts. They still do think that, but in the mid-nineties it was a much bigger deal.
For that reason, Steve Jackson of Steve Jackson Games decided not to associate GURPS with Fallout, because there was too much violence, drug abuse, cursing, evil cults, and so on in the game. Thus was born S.P.E.C.I.A.L.
RPG Codex Interview said:Fallout 1 was initially supposed to utilize GURPS for its rule system, but in the end it did not. The only information we have been able to find on the subject is that SJ Games were concerned about the amount of blood and gore in the game. Can you tell us more about why a GURPS Fallout failed to happen?
SP: Ultimately, the issue was that the license didn't word the approval process in a way that was good for either party, and it was simply easier to design a new RPG engine than to redo the licensing agreement and all of the approvals. That might sound extreme, but the RPG elements of a CRPG are minor next to the storyboards, level designs, visuals, audio, and all that other good stuff. Whether the specific concern that led to the discovery of the approval issue was somebody at SJ Games disliking blood and gore, I cannot say -- I did not then and do not now handle licensing, and I never saw so much as a screenshot at the time. I can say that geeky guys at my own pay grade on both sides regretted seeing the plug pulled, but apparently my bosses and their bosses viewed that as the right move for financial reasons. To this day, I remain skeptical of claims that a single cut scene, loading screen, dialog line, etc. caused the parting of ways.