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Torment Torment: Tides of Numenera Pre-Release Thread [ALPHA RELEASED, GO TO NEW THREAD]

Ninjerk

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Jul 10, 2013
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News at 11
 

LESS T_T

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Codex 2014
So what the fuck happened? Was that "first glimpse" a heavily doctored lie? Are they even remotely close to finishing this game? What is going on?

That was explained then.

Those are more a function of having had to record a few scenes in editor rather than in build. The regular framerate is what the build runs like, but a few scenes had to be recorded running in Editor and that's just always choppier.

And about other complains including the lack of cloth animations:

http://www.rpgcodex.net/forums/inde...-successor-thread.79051/page-392#post-3926241
 

DosBuster

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First trailer was a vertical slice, it's so anyone in the team can ask, "What's the final game gonna look like?", and they can show them. Mainly because games in development are ugly bastards that only come together to form something fun near the end.
 

Sensuki

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Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
We found out in the Pillars of Eternity documentary that the game was running extremely bad at one stage, and I'm guessing inXile inherited that code, so they'll have to fight to make it playable.
 

ArchAngel

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Mar 16, 2015
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21,332
We found out in the Pillars of Eternity documentary that the game was running extremely bad at one stage, and I'm guessing inXile inherited that code, so they'll have to fight to make it playable.
But inxile took it to Unity 5 so hopefully that will help
 

DosBuster

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The more complex a game gets in the unity engine the higher the chance of memory usage going to hell, it's the downfall of using a Garbage Collection lanugage like C#
 
Vatnik
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But inxile took it to Unity 5 so hopefully that will help
They have inherited a heavily unoptimized engine with a shitload of useless recalculations for mobs every frame. Obsiditards wrote their code specifically like that with no optimization in mind, it's not related to Unity's version. Thankfully there is an easy way to make those updates happen much more rarely, especially considering that the combat will be TB it should be even easier.
 

ArchAngel

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Mar 16, 2015
Messages
21,332
But inxile took it to Unity 5 so hopefully that will help
They have inherited a heavily unoptimized engine with a shitload of useless recalculations for mobs every frame. Obsiditards wrote their code specifically like that with no optimization in mind, it's not related to Unity's version. Thankfully there is an easy way to make those updates happen much more rarely, especially considering that the combat will be TB it should be even easier.
So your IE mod can improve performance with PoE?
 

Athelas

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Jun 24, 2013
Messages
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So what the fuck happened? Was that "first glimpse" a heavily doctored lie? Are they even remotely close to finishing this game? What is going on?
The first (and better-looking) trailer was released a day before Wasteland 2 was released. You do the math. :M
 
Last edited:

Grotesque

±¼ ¯\_(ツ)_/¯
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Divinity: Original Sin Divinity: Original Sin 2
W250u5.gif
 

ArchAngel

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Mar 16, 2015
Messages
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I'm still curious as to how this is gonna work. In Numanera, the game master(in this case, computer) doesn't roll to hit you. He just goes "Roll. If you don't get above (Target number) you're taking X damage." In that way, you can then take the time to try and use various enablers to lower the target number. If this is in the game, wouldn't that bog the shit down? Because a big chunk of the game is using various skills and enablers to avoid being hit.
They said that on your turn you can set up what defense you want to be boosted with effort and by how much. You can only choose one of 3 defenses to boost. Then when it is enemy turn if they attack that defense you get the bonus from effort on all attacks on that defense.
 

Roguey

Codex Staff
Staff Member
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May 29, 2010
Messages
36,745
Oh no animations in a game that won't even be out this year don't look good
 

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