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Screenshot thread

Peter

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I'm a bit amazed by how good that game looks every time I see a video or screenshot. The look of the in-world UI, the lighting, the really crisp look of everything. Really solid and polished. Seems they've nailed the look and feel of the game.
 

sser

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Mass drivers to reduce heat generation while firing? Check. Kill Warrant scanner? Check. Coolant purge to remove heat signiature? Check.

These sound like things I'd check off before deciding whether or not a game looking that good would melt my laptop.
 

DraQ

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If it wasn't for the fact that FD felt the need to "tweak" the physics I'd probably be ejaculating eye-cum crying manly tears of joy, but as it is you have a space game with dynamic, full-scale systems and massive attention to details, where you can't even go fast enough (using conventional drives) to achieve a proper orbit around a planet - something a Vostok fucking 1 could do.
 

RK47

collides like two planets pulled by gravity
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Dead State Divinity: Original Sin
waycist.jpg
 
Self-Ejected

Ulminati

Kamelåså!
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If it wasn't for the fact that FD felt the need to "tweak" the physics I'd probably be ejaculating eye-cum crying manly tears of joy, but as it is you have a space game with dynamic, full-scale systems and massive attention to details, where you can't even go fast enough (using conventional drives) to achieve a proper orbit around a planet - something a Vostok fucking 1 could do.

Thing is: I did several courses at the institute of physics at my university. I play loads of Kerbal Space Program. I know how Newtonian physics work. And I honestly feel the changes Frontier made to the physics model made for a better game. It's all well and good that some people can't play a space game where the ships fly and fight like WW2 fighters. But that was what the devs set out to make, and they have done so beautifully. In a proper Newtonian game, fighting would happen at distances if 100s to 1000s of kilometers, with target acquisition and aiming being entirely automated. That's no fun.

More importantly, whining about the lack of realistic physics in a game that always stated it wanted to be WW2 dogfights in space is as stupid and pointless as complaining about the lack of romance options in a tank sim. If you must have muh realism, go play KSP. It's a good game and it has all the Newtonian physics in space that people clamour about. I'm willing to bet half the people whining would struggle to make it to the Mun - let alone manage docking - with the physics they so desire in effect.
 

bonescraper

Guest
20100514021818!Doom.jpg


If it wasn't for the fact that ID felt the need to "tweak" the physics I'd probably be ejaculating eye-cum crying manly tears of joy, but as it is you have a first person shooter with dynamic combat, good level design and cool weapons, where you can't even crouch or go prone (using conventional limbs) to achieve proper firing stance - something an 80 year old WWII veteran could do.
Sperg me a burger.
 

felipepepe

Codex's Heretic
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Yeah, it's an adventure game with combat, quite fun. Some puzzles are a bit illogical, but it's not as bad as some games.

And it's fun to go around the village accusing people of being a werewolf. :3
 

DraQ

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In a proper Newtonian game, fighting would happen at distances if 100s to 1000s of kilometers, with target acquisition and aiming being entirely automated.
Does not follow.

As long as players can't develop weapons on their own, you can have proper physics without supposedly realistic combat doctrine.

Besides, it's not like predictions of "how X will change the way we fight" have ever been accurate, and there are precedences (like BVR missile combat not abolishing close range autocannon dogfights, or modern day piracy existing).
Sure, in an all out space war you'd either sling missiles or shine lasers across many AUs, and it would actually be both an incredibly deadly and an incredibly boring affair, but if you can't really tell if a ship is a hostile, or if instead of all out military conflict you have scumbags out to gank you and take your stuff (which necessitates being close), plausible mid-future gets outright muddy.

Not to mention FTL, which invalidates very long range engagements and is indisputably crucial for E: D's premise.

If you must have muh realism, go play KSP. It's a good game and it has all the Newtonian physics in space that people clamour about.
what if I'm a fussy type that wants to pewpew shit while still using proper physics? Like, you know, all the good Sci-Fi that doesn't pretend to be documentary?

2qcqlb5.jpg

Tweaked Improved walk physics increases fun, besides it's not like Doom is supposed to be realistic anyway, so why all the fuss?
:hearnoevil:
:rpgcodex:
 

felipepepe

Codex's Heretic
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Felipepepe: How does it compare to The Summoning?
They are from the same company, using the same engine, but it's completly different. Honestly, Veil is an adventure game at heart. There are no stats whatsoever except for weapon damage rolls, and most fights are actually puzzles were you must acquire the right weapon, such as silver bullets for the werewolf. The only regular fights are with trash mobs, like bats and random skeletons, that are just there as filler...
 

bonescraper

Guest
So it's no longer about realism? Upside down makes no sense, but different stances make the game moar realipstick!

QuakeLive.jpg

Tweaked Improved walk physics increases fun, besides it's not like Doom Quake is supposed to be realistic anyway, so why all the fuss?
Oh, look. It fits now.

Yes, you can make a fun and unrealistic game. You're slowly beggining to get it?
 

felipepepe

Codex's Heretic
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And it's fun to go around the village accusing people of being a werewolf. :3
A severely underused game mechanic.
True. Would be 100x better if you could find/forge evidence to make the magistrate kill the (wrong) person you accused and the game changed based on that... or they would add more deaths related to accusing people without proof.

All that is pretty clear when you replay the game or use a walkthrought, but doing it the first time there was a nice aura of mystery and weight.
 

DraQ

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You're slowly beggining to get it?
Alas *you* don't.

Realism is not binary all-or-nothing. Stuff that's part of the premise kinda needs a free ride, for example, besides, predictive realism is basically a lost cause.

Still, if your game is going to have meticulously rendered, 1:1 space, with dynamic orbiting bodies and shit then arbitrary tweaks and restrictions will hit it all the harder.
With everything in place it's jarring to be unable to park your ship in proper orbit or intercept even a nearby orbiting object normally.

TL;DR:
if you take effort to make space, then keep it fucking space.
 

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