Sensuki
Arcane
Sure but that's a feature that will only be used by a smallish percentage of the players (<30%), and one that is expensive to develop.
Although, again I'm not sure how much time such implementation would take. I'd imagine it's a pain in the ass to add point-light to each enemy as it now stands.
Josh said:it depends on how shitty but adam had it running on a fujitsu windows 8 tabletam I gonna be able to play this on my shitty laptop or will I have to use my big boy pc?
i'd really like it to be able to run on a wide range of machines. our min res is 1280x720.
Josh said:hes badI'm perusing No Mutants Allowed and I'm happy to see that people are still mad at Herve Caen for whatever reason.
Gonna make enemies explode by stabbing them with a dagger.Josh said:we'd like to do that but honestly we haven't put any work into it.will people still explode into a bunch of meat chunks when you kill them with a critical
So, easy should turn hard, and easy should turn hard, both in equal measure?Josh Sawyer said:Playing different classes should make challenges out of obstacles that were previously easy and turn cakewalks into struggles in equal measure.
Except that it is party based and you will have some other class to compensate for the hard parts.So, easy should turn hard, and easy should turn hard, both in equal measure?Josh Sawyer said:Playing different classes should make challenges out of obstacles that were previously easy and turn cakewalks into struggles in equal measure.
Not that I disagree...
Is the point lighting system that Josh describs as "computationally expensive" really that big of a problem even with new gen computers? Can't this be an optional toggle for those with better GPUs? In regards to the overall so-called "graphics-whorism" I am conflicted between getting the small details right and just spending that time creating more content. But if the solutions to the shadow problems are as simple as some people make it sound like it is, then by all means they should try those proposed solutions.
Instead as @Cynic suggested, why not just have shadow circles underneath the models...no need for fancy shadows if you cannot implement it.Is the point lighting system that Josh describs as "computationally expensive" really that big of a problem even with new gen computers? Can't this be an optional toggle for those with better GPUs? In regards to the overall so-called "graphics-whorism" I am conflicted between getting the small details right and just spending that time creating more content. But if the solutions to the shadow problems are as simple as some people make it sound like it is, then by all means they should try those proposed solutions.
So the big claim in that lighting FX video we got a few months back was that the scene was completely 2D. I can see how you can precompute dynamic/static lighting for static/dynamic geometry so you don't need the 3D geometry at runtime, but the problem with dynamic lighting for dynamic geometry is that you can't possibly precompute every combination of geometry and light position. You need to do it at runtime using a 3D model and a 3D lighting engine.
(which is entirely possible with modern hardware, though the polycount would have to be dragged down a fair bit)
Instead as @Cynic suggested, why not just have shadow circles underneath the models...no need for fancy shadows if you cannot implement it.Is the point lighting system that Josh describs as "computationally expensive" really that big of a problem even with new gen computers? Can't this be an optional toggle for those with better GPUs? In regards to the overall so-called "graphics-whorism" I am conflicted between getting the small details right and just spending that time creating more content. But if the solutions to the shadow problems are as simple as some people make it sound like it is, then by all means they should try those proposed solutions.
So the big claim in that lighting FX video we got a few months back was that the scene was completely 2D. I can see how you can precompute dynamic/static lighting for static/dynamic geometry so you don't need the 3D geometry at runtime, but the problem with dynamic lighting for dynamic geometry is that you can't possibly precompute every combination of geometry and light position. You need to do it at runtime using a 3D model and a 3D lighting engine.
(which is entirely possible with modern hardware, though the polycount would have to be dragged down a fair bit)
Did I say that? I thought I was just a grafixfag who offered no solutions and poured haterade all over the godly alter of JE Sawyer while everyone ITT furiously fisted themselves.
Hope it isn't as "immediate" as DA2...
This is the biggest issue I have with such a heavy emphasis on balance in this game.Except that it is party based and you will have some other class to compensate for the hard parts.So, easy should turn hard, and easy should turn hard, both in equal measure?Josh Sawyer said:Playing different classes should make challenges out of obstacles that were previously easy and turn cakewalks into struggles in equal measure.
Not that I disagree...
I am pissed at that and Josh's hypocrisy. I could have understood such a heavy focus on balance if the game was supposed to have a single PC only. isn't having a party meant to cover the weakness of individual party member. (specific damage immunities, skill check penalties etc)This is the biggest issue I have with such a heavy emphasis on balance in this game.
I am pissed at that and Josh's hypocrisy. I could have understood such a heavy focus on balance if the game was supposed to have a single PC only. isn't having a party meant to cover the weakness of individual party member. (specific damage immunities, skill check penalties etc)
never provided a satisfactory answer why RTwP was chosen over TB
he was introduced to RTwP before TB for RPG combat
Get over the already.This is the biggest issue I have with such a heavy emphasis on balance in this game.
never provided a satisfactory answer why RTwP was chosen over TB...
8-9 companions in a party of six. Since the game will be closer to PS:T than BGs in party composition and selection, the whole discusion about classes and party balance is kinda useless. Chances are all the playthroughs will be with similar teams, unless somene desides to ditch the companions and go the IWD route.Because then you're restricted to a specific party composition - in a game with only eight NPC companions. What if I don't want the standard D&D party of two fighters, a cleric, a mage and a thief?
Yeah, the focus on balance in a singleplayer party-based game is rather pointless. I guess it's just Sawyer's personal little obsession, and as far as obsessions go, it's more on the benign side. Just hoping he won't make the whole system banalshitboring in pursuit of this mythical balance.
Yeah, the focus on balance in a singleplayer party-based game is rather pointless. I guess it's just Sawyer's personal little obsession, and as far as obsessions go, it's more on the benign side. Just hoping he won't make the whole system banalshitboring in pursuit of this mythical balance.
Frankly, Adept Powers (or the later ones at least) aren't good enough for the karma investment they require. At the very least, the self-buffs should be significantly better than mage/shaman equivalents, and should last a lot longer as well.
Yeah, the focus on balance in a singleplayer party-based game is rather pointless. I guess it's just Sawyer's personal little obsession, and as far as obsessions go, it's more on the benign side. Just hoping he won't make the whole system banalshitboring in pursuit of this mythical balance.
Frankly, Adept Powers (or the later ones at least) aren't good enough for the karma investment they require. At the very least, the self-buffs should be significantly better than mage/shaman equivalents, and should last a lot longer as well.