Everything posted by Karranthain
-
Armour and weapon designs - a plea.
I'd like to especially stress that!
-
Why I'm not entirely happy with Update #7.
Karranthain replied to Sylvius the Mad's topic in Pillars of Eternity: General Discussion (NO SPOILERS)I don't like the non-combat and combat skills seperation - should herbalism be as good as taking magic missle, by all means, force us to make that choice. The proposed solution has me wondering if perhaps they're assuming that the non-combat skills will be less useful, i.e. the player wouldn't pick them over a combat skill, given a choice. I think it's best when the player is presented with a choice of either becoming a specialist (of combat or non-combat variety) or a jack of all trades. But we know too little about the system at the moment, so it could be a good choice; hard to tell right now (it's always all about proper implementation). That said, I especially loved this : And I thought that Bloodlines handled the experience rewards for completing the quests just about perfect (you only receive them for completing the objectives - it's up to you how you actually achieve them).
-
Armour and weapon designs - a plea.
Elves in LotR did use saber-like weapons, for an instance. Fitted them quite nicely.
-
2D Isometric Graphics (Warning: Large Pictures)
That's quite right, pre-rendered backgrounds also require certain compromises. Let me clarify - I enjoyed Witcher 2 graphics a great deal, they looked fantastic. But at the same time, I love the "painting" look - it may look static and sometimes unnatural, but it can be quite atmospheric. Not a good choice for every type of the game, but I think it can work marvelously if used right. Obviously not everyone will agree
-
2D Isometric Graphics (Warning: Large Pictures)
Yeah, but I'm guessing the production costs were also much lower.
-
Weapon mechanics
That reminds me, some weapon or attacks could be used to disable or downright destroy the shields, like you suggested.
-
2D Isometric Graphics (Warning: Large Pictures)
Yeah, I don't know any full 3D games that would look like that.
-
2D Isometric Graphics (Warning: Large Pictures)
That's really quite simple, with real-time rendering you have to make compromises, as it, understandably, requires a lot more computing power. At a certain point, you get something which is just too complex to render in real-time. So, no, you cannot always achieve the same effect in real-time as you would in pre-rendering. As for the details - pre-rendered backgrounds are made to look the best at a particular angle and distance, so understandably more time can be spent on ironing every little nook and cranny, so it'd just look perfect. And there's also the matter of that picteresque look, something I haven't seen replicated in any 3D game (I could be wrong about that though).
-
Weapon mechanics
On the topic of Shields : IE games didn't have elaborate shield mechanics : they simply improved the Armour Class of the wearer. And that's usually the case in most games. A few ideas on how shields could be treated mechanically in PE (as usual, most of this will be pretty obvious) : 1) Shields as weapons Shield users should be able to use them offensively (e.g. bashing, pushing back) 2) Penalties Carrying a shield can be tiring and it also limits the wearer's maneuverability. Having penalties for using a shield would also encourage using only a 1-handed weapon, with the second hand free. It could end up being a genuine playstyle option. There could be some exception to that rule, like bucklers - the mali would be reduced, but so would be the boni (so it would probably end up as a sort of compromise). 3) Blocking And perhaps the most important part. I've mentioned that shields usually just raise the armour value, which is an abstract representation of blocking, but ultimately if feels very unsatisfying. Other solutions : a) There's a block rating (e.g. 25% chance to block any incoming attacks or any variations of that system) Personally, I reckon it's a bit "gamey". It also doesn't, obviously, involve any input from the player. b) Blocking stance. The player can assume a defensive stance and block incoming attacks (either on a timer, or just a certain amount of attack made against the player get blocked). This options offers some tactical possibilities, so it has that as a big advantage. Additionaly, shields could also be used to block incoming spells.
-
2D Isometric Graphics (Warning: Large Pictures)
The thing is, I don't think you can achieve that "painted" look with the 3D game (at least I haven't seen it done yet).
-
2D Isometric Graphics (Warning: Large Pictures)
And that's exactly what I wanted to stress. It ultimately boils down to this. I think that the 2D backgrounds can be in a high resolution as well. Well, that's very debatable, and the screens you provided actually prove otherwise. Same with the 2D backgrounds - e.g. Stasis and Icewind Dale look very much different. No argument here, obviously. And that bring us back to the original point - an artistic choice. Obsidian could just as well make a full 3D game (the technology, after all, is readily available), but they chose not to. Technological superiority means very little on its own.
-
2D Isometric Graphics (Warning: Large Pictures)
And yet, the examples you have posted don't look even half as good.
-
2D Isometric Graphics (Warning: Large Pictures)
And again, let me reiterate : it's not about technical advantages. It's about a certain style, which some people find very appealing. Such level of detail is simply unattainable when using a real-time rendering approach.
-
2D Isometric Graphics (Warning: Large Pictures)
In any case, it's simply an artistic choice, it's not about technology. Some people (I count myself among them) prefer the look of 2D backgrounds and the level of detail it bring to the table. I find it much more atmospheric and appealing.
-
Armour and weapon designs - a plea.
Aye, but those countries were quite clearly influenced by the Eastern culture (those garments on the last picture certainly are). Let's not derail the topic too much though
-
Armour and weapon designs - a plea.
Add some sabres while you're at it :
-
Project: Eternity and Characterization
"Exploring a character’s personality should be as much fun as exploring a dungeon." Indeed, that's what made Dak'kon such an interesting character.
-
Armour and weapon designs - a plea.
Just to be clear, though - I'm not advocating absolute realism. Historical examples are a good starting point, an excellent inspiration, but PE isn't going to be a historical game To me, a well designed weapon or armour treads a fine line between practicality and a fantasy feel/ornamentation. I feel this enhances the world design, makes it more believable, and ultimately, more appealing visually.
-
Armour and weapon designs - a plea.
Nice examples, Stiler! This one in particular looks amazing : http://www.flickr.co...amp/5059944507/ And again, just goes to prove that realistic doesn't have to equal boring and unappealing visually. That said, of course that level of detail would be unattainable in PE, but that wasn't the aim in the first place
-
Stretch Goal - hire Justin Sweet to make portraits.
Yeah, definitely. It was great seeing those big portraits in ID II.
-
Stretch Goal - hire Justin Sweet to make portraits.
Sweet was involved in the Icewind Dale series, so in truth it'd be more like going back to the roots After all, PE is very much about nostalgia and bringing back the old titles. And should this stretch goal bring more funding into the project, all the better!
-
Stretch Goal - hire Justin Sweet to make portraits.
The Icewind Dale I portraits were his work, right? I like both, but I prefer the ID II portraits
- What do you want to see as new stretch goals?
- What do you want to see as new stretch goals?
-
Weapon mechanics
Good points, friend. Would love to see the half-sword technique in the game. As for the damage - Warhammer also had an interesting mechanic for the great weapons, you'd roll the dice twice and select the best result. I've always felt that archers had too small range in IE games - so definitely agreed here. The nice thing about wheellock pistols was that you could keep them loaded and ready to fire; you could essentially keep a couple and pick a new one after you've fired.