Re: lighting
Mike said:
I'm in complete agreement here. I've shown the game to people who say 'hey man, it looks like an eighties game'.
Yeah, statements like that make me cringe. Hell, I even sent an email to avault about their
Best Shareware of 2002, bringing up that they left out three really good shareware CRPGs. The guy's reply was, "
graphics matter", which I thought was total bunk. Basically, all the shareware games they listed were arcade games and puzzle games which don't have near the graphics content of a CRPG, nor the development time and issues.
You'd think modelling an entire geographical area like Prelude did would count for something, but I guess not.
I think it has to do more with the lighting and lack of fancy transparency effects. Most games, black and white included, overuse transparency. Plus they have very strong lighting, including believable day night cycles and shadowing.
In contrast, prelude looks very flat in terms of lighting. I think it reminds me of an RPG like ultima 5... the older tile based stuff. Even the Legacy of Kain and 3-5 year old games have nicer looking lighting effects.
I think lighting would help this game quite a bit, actually. Even though the terrain is "flowing" outside of town, it's nearly impossible to tell that there are slopes and things. I think lighting the terrain based on the angle of the sun would bring out the terrain depth some.
thathmew said:
Yes, I am seeing the inventory bug and it's now quashed for the patch, it's bad and I'm not sure really how it got _back_ in, I have fixed it before. Blarg.
Got a back up C file in with the test build?
Also Saint, I did find the problem with flame finger etc not affecting characters, it was just not quite extending as far as it should, so often not reaching them, that bug too has been squashed.
Sweet. I might have to resurrect my old party with the acolyte in it then. I kept the save game for a reason. :D
Some of the textures are generally easily upp'd in quality such as items, monsters, and architectural textures and it takes no coding to improve them generally, just art-time. Other things, like terrain and clothing are tougher and in general it's a trade-off between memory and quality. Like I said I do want to up the textures in a lot of areas eventually. In general regarding art we wanted to have a really varied look which takes a lot more textures which eats into memory quickly and means they have to be smaller, particularly when each person has there own unique textue assembled in game from the clothing textures.
How much graphics memory does the game use now? 16MB?
We do have a pretty primitive lighting system which I'd definitely like to improve, but that's under the heading of enhancements which is going after bugs and such (obviously) <grin> And I'd like to add more special effects and beef up the ones we have for spells and such. Again, enhancements.
Agreed. Bugs first, beauty second.
Finally I think the greatest visual problem is some animation issues and smoothness making the game look a little worse and less proffessional than it should. But it will be a while if ever before those get ironned out.
blah, blah, blah, back to the patch,
One thing that
might help, and should be easy to impliment, is making the models expand themselves based on strength and endurance. Depending on how the models are done, a scalar multiplier might work for giving them a little more beef. Right now, most everyone in The Valley has that Calista Flockheart thing going for them.