Grunker
RPG Codex Ghost
*yawn*
George Ziets @gziets
So uh, Formspring. Give it to me straight. Are you sticking around, or should I settle down with someone else?#Formspring
Are they thinking of closing again??
i've given up raging at Sawyer.
What was your problem with the language thing the other day? That seemed a bit unreasonable to me
Oh God.....i've just realized I've become a nerd.
Sawyer said:I was hoping for an even higher target resolution to be included with the game, or at least as an optional download (as I'll be getting a 4k monitor once they drop down to sub $1000, presumably next year). When I asked, Josh replied with incredulity at the sheer madness of the idea of rendering all the areas out at those sizes :D.
Just to give a frame of reference, the map you saw in the visual demo has 1.3 gigs (uncompressed) of 2D data. That's not a particularly large area. While compression will significantly reduce that, you can pretty easily extrapolate what the size on disk will be for a full-sized area and, from that, for an IE-sized game.
Now, if you want to double the length and width of those screens for even higher resolutions, you're looking at roughly 4x the pixel density and roughly 4x the size on disk. So, for the visual demo area, that's 5.2 gigs of uncompressed 2D data. It really does not make sense for us to render out at those resolutions.
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5 years is a long time in terms of game development and PC hardware. At 5.2GB uncompressed for a small area, 100GB is probably far shy of the data for a game of this size. It would probably be pushing a terabyte. And remember, we're not talking about just clicking a button to render out at a higher resolution. The textures on the objects in the environment actually have to support that density. I.e., we would need to build every texture at double the size (4x pixel data) to maintain the appropriate density.
It's true that Max Payne 3 and RAGE push huge amounts of data. They're also huge budget games that primarily sell through physical retail channels. PE is a ~$4 million budget game built primarily for digital distribution with a small team of environment artists. Instead of pushing enormous amounts of detail for ultra-high resolutions that few players use (or will be using in the immediate future), I'd rather target the most common resolutions at the low and high ends, which Steam overwhelmingly shows are 1366x768 and 1920x1080 -- and get as many high quality areas done as we can.
http://store.steampowered.com/hwsurvey
Both 16:9 aspect ratios I note. I hope they're not forgetting the 16:10 users or we'll have to crowdfund an artillery strike with 16:10 shells.Sawyer said:I'd rather target the most common resolutions at the low and high ends, which Steam overwhelmingly shows are 1366x768 and 1920x1080 -- and get as many high quality areas done as we can.
Both 16:9 aspect ratios I note. I hope they're not forgetting the 16:10 users or we'll have to crowdfund an artillery strike with 16:10 shells.Sawyer said:I'd rather target the most common resolutions at the low and high ends, which Steam overwhelmingly shows are 1366x768 and 1920x1080 -- and get as many high quality areas done as we can.
Yeah I know, I'm just annoyed at how many times devs have dropped the ball on this and am a bit touchy about it.The aspect ratio doesn't matter. He's mentioning those resolutions as shorthand for sheer screen size. There's no difference between rendering 1920x1080 and rendering 1920x1200, you just show a bit more of the world map in the latter case.
Checking Baldur's Gate files it had 129 areas. 129*1,3= 169 Gigabytes. I know that going from BMP to PNG can shrink file size up to few hundred times, but anyone have idea how much place on HDD compression would save on average?Sawyer said:Just to give a frame of reference, the map you saw in the visual demo has 1.3 gigs (uncompressed) of 2D data. That's not a particularly large area. While compression will significantly reduce that, you can pretty easily extrapolate what the size on disk will be for a full-sized area and, from that, for an IE-sized game.
Josh Sawyer @jesawyer4m
designing cipher abilities. watching scanners and dreamscape clips. https://www.youtube.com/watch?v=nRYp3LPL0bc …
Josh Sawyer said:if you can't roleplay in a game either your DM/GM sucks or the content sucks or you suck or all of the above.i met a girl today who kept saying that you couldnt roleplay in 4e, and loved pathfinder
uurrrrgdurrrrr these rules!!! i can't!! roleplay!!!! *fart*
Josh Sawyer said:or they'll be horribly maimed/die, which is fine with some players from a RP perspective. 3.x presents an implied suggestion that the classes are balanced at high levels. this is bad, but those mechanics don't prevent you from RPing your character. they prevent you from accomplishing things. a high-level 3.x fighter is like an ordinary ars magica shield grog. you can roleplay both of them as brave, heroic warriors. the difference is that in ars magica, the books flat out tell you that shield grogs are inferior to magi and you should probably expect to die.I tend to agree, but then again if somebody tells me they can roleplay a Heroic Fighter in a level 20 3e game well, no, they're going to run away in battle.
it can be fun to RP a mechanically shitty character, but those margins of shit get shittier as levels rise in A/D&D. this is why our groups almost never run at high levels.
I don't think it matters that much a lot of the time, and good dms will saw those rough edges right off.
if we don't like the ruleset at hand, we have about three options: 1) use another ruleset 2) modify a ruleset 3) make our own ruleset. but the players are also a factor in this, which is why almost everyone winds up doing 1) or 2). if i have time and my players are open to it, i'll always do 3). i usually don't, or they're usually not, so it's typically 2 (some variant of D&D) or occasionally 1.But i'm not gonna buy simcity 5 just because i can, in theory, ignore all the dumb shit, or mod it, and i'm not sure we should be treating ttrpg gamedev any different.
compared to the tastes of a specific group of players and DM, every designer's choices are at worst, dogshit, and at best, not quite what we'd like. i've never played in/ran an off-the-shelf system where we didn't have major problems with it. the happiest groups have been the ones where we developed the rules together ourselves.
Josh Sawyer said:i'd like it if they did better than a decade ago but i don't expect them to do better.i've played plenty of games raw. sure, we have huge house rules for elfgame, but still. i think that's letting the fraidy cat fighter, and the dumb ability score rules off the hook a lil easy, if we don't expect developers to do better than they were a decade ago.
"I hated every RPG ruleset so I created my own"--something Josh would say.Josh Sawyer said:i'd like the people who expect them to do better to stop wishing on a star and make their own systems.well, i'd like it if people expected them to do better *folds arms* what now
I think you should consider posting those quotes in this thread. :DReminder that Sawyer still hates old D&D:
Weren't you supposed to post good things about Sawyer? Because you know, BG of which PE is supposed to be a spiritual succesor ran on DnD.Reminder that Sawyer still hates old D&D:
Weren't you supposed to post good things about Sawyer? Because you know, BG of which PE is supposed to be a spiritual succesor ran on DnD.Reminder that Sawyer still hates old D&D:
See the third quote in my sig. The same thread I got that from also gave usWeren't you supposed to post good things about Sawyer? Because you know, BG of which PE is supposed to be a spiritual succesor ran on DnD.Reminder that Sawyer still hates old D&D:
Planescape: Torment does a pretty good job of avoiding and sublimating 2nd Ed. rules to the point of near-irrelevance. I can take a ride through paradise in a crappy Chevy Cavalier. My environment does not diminish the crappy nature of the Cavalier.
I liked Baldur's Gate series battles. I would say wizard duels were really good and dragon battles were quite good as well even if they could be better if they made something akin to heart of winter mode with not nerfed dragons for experienced players,(yes I know there are mods for that)See the third quote in my sig. The same thread I got that from also gave us
Josh doesn't like the wizard duels in BG2 because there aren't enough non-spellcaster options to defeat them. The big battles of IWDs will likely be the point of reference of what they're trying to evoke.I liked Baldur's Gate series battles. I would say wizard duels were really good and dragon battles were quite good as well even if they could be better if they made something akin to heart of winter mode with not nerfed dragons for experienced players,(yes I know there are mods for that)
Didn't he also dislike the tight structure of the duels because they were 'too much like puzzles'?Josh doesn't like the wizard duels in BG2 because there aren't enough non-spellcaster options to defeat them. The big battles of IWDs will likely be the point of reference of what they're trying to evoke.I liked Baldur's Gate series battles. I would say wizard duels were really good and dragon battles were quite good as well even if they could be better if they made something akin to heart of winter mode with not nerfed dragons for experienced players,(yes I know there are mods for that)