whats actually limiting the size of maps in unity? is it some kind of object count? that makes map loading and gc a non-linear pain?
edit
its probably simply target hardware gpu memory...
I'm still learning the ropes, but I think it's not Unity specific, it's just that when you have a certain poly count in an area, it starts demanding a better GPU to run smoothly, and we want the game to be available on as much hardware as possible, while still keeping it pretty. From bug reports on our previous games, we know that some players don't have really modern machines, and it would suck to leave them behind. So we're not doing locations that are too huge. Still, I'd say Swordhaven's locations are way bigger than what we had in TG or ATOM but load times are a bit smoother. But we'll know for sure when a lot of people confirm this, not just us.
(I initially wrote this comment in the announcement thread but I found out the dev is reading it and felt bad and am moving it here)
The graphics are generic and unappealing. This is visually indistinguishible from 90% of 3D indie RPGs from the past 15 years. Why do small studios use generic 3D assets instead of creating a unique 2D look? Does it really save money?
Why is the setting and plot so generic too? I get that it's going for a Baldur's Gate / Icewind Dale audience but surely those people are sick of the playing a nearly-identical fantasy setting in every goddamn game?
I think the Atom developers should have been a bit more daring to stand out. Unless I hear the gameplay is absolutely exceptional, I'm not touching this game because the novely factor is ZERO.
I'm not trying to be a dick or troll. RPG is a genre for older people, who will have played a lot of other RPGs, so dev should try to stand out more. A teenager might be fine with the visuals and setting because they haven't seen it 100 times before, but I'm not. Teenagers are playing action games, not your oldschool RPG
I'm reading this topic too!!! There's nothing disheartening about what you wrote, we got it all through our run as devs. Ready made assets naturally save a huge amount of time and money. Moreso time. Making something from the ground up, even if it's like a spoon or something, can take a day! That being said, not a lot of what features in our presentation are assets. We made a lot of our own models for everything and where we use stock, we never use it out of the box, unless it's a placeholder, we always customize it in some ways. It's not even 50\50, more like 75\generic assets in some locations. But that's the thing, since we are going for a realistic style on a realistic planet with realistic lighting and mostly realistic people and animals, how can you tell? Unless you somehow google reverse search an asset and find out it was made by our very own studio and not bought, you won't know that. So that's just a fact of life we live in. Some folks find out we're using unity and call it an asset flip, much like Atom gets called a carbon copy of Fallout with nothing new, etc. It's just part and parcel. Hopefully others will feel the soul and craft behind it tho! There's a plenty!
On the other bits: the hard truth is because we feel like we have something to say and we want a traditional low magic fantasy RPG as a medium for that statement. We like games we are used to playing, and that's why we choose them as basis for our work. It's much less "we can't physically be novel and create a new genre" and much more "we don't want to this time". Everyone can be novel and daring if they wanna, like during my attempts to learn Unity and programming to help my guys out, I made a turn-based first person shooter set to elevator music, and a CYOA with platformer and plane flying sections, true story. Those are pretty rare on the market. I left them as prototypes because I wanted to craft something warm and familiar I could play like I played ATOM for years on end. Maybe one day we'll make a really bizarre experimental thing, but this time is not today!
Although, and I hate to make it sound like an advert, a certain crucial plot twist in Swordhaven will be something I haven't personally seen in games I played since 1992, so there's that. It's gonna be pretty novel! No promises on exceptional gameplay, but there will be that dang twist man! Give it a go!
btw. I noticed this is not called "low fantasy" anymore; does that mean every third guy in the game will be a fag wizard now?
Hey, I don't even know how to change topic names, so it was the choice of the guy who named it! We're still low-fantasy. Too late to change that and make mages.
Can i romance companions?
Ohhh, still pondering whether we should... Really hard pondering over here!
Can i romance companions?
Yes, also a few bears.
Only the mauling sort, and they will hopefully be half-pigs, not true bears, since it's a fantasy.
What would you wish to hear instead? We haven't voiced those lines yet and are open to suggestions!
"May God have mercy on the fools we are leaving behind"
Keep
"Gather your party before venturing forth" and make it great again! The phrase has worked well in the past and will work now and always.
It was the Kickstarter-era RPGs that defiled it. But that era is now gone.
Just have the characters lagging behind yell, "Hey, wait for me!"
Most of the suggestions were good ones, but this one especially shines!
I'm taking a note!