MrBuzzKill
Arcane
- Joined
- Aug 31, 2013
- Messages
- 695
For everyone in this thread asking "Why...", "Why...", "Why...", "why..." etc
Money. Money. Money. Money. Money. Money.
Money. Money. Money. Money. Money. Money.
King's Quest III was not rendering the whole scene to implement reflection - it was rendering the very few movable units and drawing that on top of a static, precreated, and almost certainly hand-drawn, "default background reflection". You can do essentially the same thing for any 3D game with a stationary camera as long as most objects (walls, stairs, pictures, tables, etc.) are mostly stationary from one frame to the next -- just render the static reflection once, and then every frame render and superimpose (2D/post-rasterization/cheap operation) only the moving objects that fall within the "mirror's field of view" on top of that static pre-rendered reflection (with the possible added complication of needing a Z buffer or using multiple non-overlapping 2D pre-rendered layers if the static stuff isn't strictly behind {from the mirror's perspective} the moving stuff, and with the down-side that that may not compute all of your lighting correctly - though you could probably fake that too to some extent - lighting is all fakery anyways so computing it "correctly" is never really an option).
Or you can just be a lazy-ass programmer and render the whole scene.
Do console tards play turn base rpgs on their consoles?
For everyone in this thread asking "Why...", "Why...", "Why...", "why..." etc
Money. Money. Money. Money. Money. Money.
Yes, as known from the freshman philospophy intro, omission is also a moral action. Like failing to push the fat guy in front of the incoming train.https://forums.inxile-entertainment.com/viewtopic.php?f=32&t=15950&p=174354#p174354
Well, lying isn't necessarily saying 2x2=5, kids. Lying is also deliberately withholding critically important information that could significantly change the attitude of the audience.
Yes, but if I use jrpg players as example, most of them want new jrpg to be action rpg(like Kingdom Hearts) as turn-based is "too old for new games". But still, turn based for them is like Wizardry or, in games like FF, in a side view instead of first person. Turn-based battles like Numenera, for example, you usually see in Japanese tactics games and hardly in JRPG.Do console tards play turn base rpgs on their consoles?
FYI, my first published game (of the royalty garnering variety) was ~25 years ago. My current endeavor is an RPG (along with most of the development tools I intend to use to create it - at the moment I'm coding my compiler which compiles my language which makes all other languages look like the shit that they are ).You should try game development by the way
Actually I am a lot more interested in gameplay than gimmicks. They refer to these as "functional" mirrors, but per my definition, they are not (at least not in the games I know about):maybe more mirrors will come into our way
The key here is that the angle you view the mirror from is always the same. That's not the case in a 3d or 2.5d game.
You can do essentially the same thing for any 3D game with a stationary camera
FYI, my first published game (of the royalty garnering variety) was ~25 years ago. My current endeavor is an RPG (along with most of the development tools I intend to use to create it - at the moment I'm coding my compiler which compiles my language which makes all other languages look like the shit that they are ).
Actually I am a lot more interested in gameplay than gimmicks. They refer to these as "functional" mirrors, but per my definition, they are not (at least not in the games I know about):
There are other areas where being functional (in my sense of the word) is probably more impactful than mirrors - e.g., light (enemies knowing you are coming because they can see indirect light from your torch), shadows (they may see your shadow even if you have no line of sight on them and can not see theirs due to where the light sources are) and sounds (busting down a door rather than using some lock picking should attract a lot of attention, as should fighting and various other noisy actions - on the plus side if there are guards bearing down on your position you may get some audible warning of that). The one place I could see mirrors having major (common) impact is if a game allowed you to use a hand-held mirror to peek around corners. (Otherwise you are pretty much depending on mirrors just happening to be in ideal locations and orientations which is highly unlikely and therefore rarely happens and rarely has a chance to impact gameplay.)
- purely cosmetic?: "gimmick" (though one could argue they enhance atmosphere/immersion or other intangibles)
- allows player/PC (but not AIs/NPCs) to adjust their tactics (like bouncing a grenade around a corner because the player can see the reflection of the enemy in a mirror)?: "exploit"
- also allows AIs/NPCs to do the same?: "functional"
The camera need only be stationary on a per-scene basis. An RPG could use the "move from scene to scene" paradigm rather than continuous camera movement over the whole game world. And the described optimization would only require scenes that had mirrors in them to be handled that way, so you could still do most of the game with continuous camera movement if desired.
Another option (which allows panning over the whole game world with the camera) is to render the game world using some form of parallel projection (e.g. isometric). The projection-correct reflection in this case is invariant with respect to pan position. (In a parallel projection the angle at which the non-point camera views the game world is in general different than the angle at which the player views objects on the screen -- the camera's viewing angle remains fixed and uniform while the player's viewing angle varies over the screen and is constantly changing as the world is panned.)
From a gameplay perspective though, if mirrors are to impact gameplay meaningfully, the only correct content in the mirror is that which is visible from the PC's perspective, not the camera's. And in that case it's not nearly as important that the mirror be rendered as such (which for non-first-person games may just look wrong to most players anyways) as it is that the player can see what the PC can see, which might better be done by showing what the PC sees in its true (or perceived) location in the game world (maybe with some indication that the mirror is allowing it to be seen) rather than squishing what the PC sees into a rendered mirror viewed off-angle by the player/camera and hoping there's enough pixels there for the player to make out what the PC can easily see. (A handheld mirror might only consist of a handful of pixels when rendered from an overhead perspective. And even with a larger mirror the difference between the PC's and player's/camera's viewing angles could wreak havoc on the player's understanding of where the objects seen in the mirror are actually located in the game world.) If there are multiple PCs, there is then no "one true way" for the mirror to be rendered (though of course one can just arbitrarily decide what will be rendered in that case), but rendering what the PCs can see in its true location in the game world still works fine (i.e. with no added arbitrariness and no "nightmare mirror UI").
Because they were not selling their game based on old school marketing.I wonder why there hasn't been as much whining about Larian also making console version.
Because they were not selling their game based on old school marketing.
Also not making a spiritual successor to a belowed game.
Because they were not selling their game based on old school marketing.I wonder why there hasn't been as much whining about Larian also making console version.
Also not making a spiritual successor to a beloved game.
It remains to be seen how exactly it'll affect D:OS2. Larian's been suspiciously quiet lately which is never a good sign. They also promised a lot in their KS pitch (much like inXile did with TToN) and there's no such thing as too much money. Should TToN succeed despite Fargo's shenanigans, what's to stop Swen from following suit?I wonder why there hasn't been as much whining about Larian also making console version.
I wonder why there hasn't been as much whining about Larian also making console version.
It remains to be seen how exactly it'll affect D:OS2. Larian's been suspiciously quiet lately which is never a good sign. They also promised a lot in their KS pitch (much like inXile did with TToN) and there's no such thing as too much money. Should TToN succeed despite Fargo's shenanigans, what's to stop Swen from following suit?
I think it's the reverse actually, the fact that a console port of D:OS2 was not promised out of the gate (which would've certainly helped the KS) means that D:OS was not a huge success on consoles and that PC remains their lead platform.
What if the fat guy is a filthy rich philanthropist who donates huge amounts to charities, helping save innumerable lives?
All such reasoning is wrong. When you reason like that - measuring which life is more valuable, you fall into a trap, where kids are the most valuable as "future", so you SHOULD push that fat guy on rails.The fat guy could be Einstein
I think it's the reverse actually, the fact that a console port of D:OS2 was not promised out of the gate (which would've certainly helped the KS) means that D:OS was not a huge success on consoles and that PC remains their lead platform.
The D:OS 2 Kickstarter happened before the release of D:OS for consoles.
We haven't heard anything at all about the prospective D:OS2 console version, and unlike InXile, Larian could afford to announce it without much backlash. More likely than not, they're not very satisfied with their console experiment