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sesobebo

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Everything posted by sesobebo

  1. two questions pop to mind here (and they're not rethorical; i'd genuinely like to see someone answer them): has anyone actually backed the project solely because of the exclusive ingame trinket? (i.e. the item was the tipping point that made him/her pledge - he wouldn't do it otherwise) does anyone get any enjoyment from having an exclusive in-game item? (consequentially being pleased by the fact that some other people don't have the item) my biased, speculatory and un-informed answer to the first question would be: "no," making the exclusive digital thingie in a medium, where reproduction costs practically nothing, more absurd than even day 1 DLCs are. it was a nice gesture, but unncessary.
  2. i'm just explaining the logic behind the female only social club. as far as i'm concerned anyone can lock themself into a cloister, as long as it's by their own choice and not imposed by others.
  3. nope. that's not the question. the topics of discussions are immaterial. the gender exclusivity is there as a sift to create a safe environment for discussion about anything.
  4. RSI's response her recap of the events (and more importantly screencaps of the thread before it got removed/reinstated/moderated - and the information regurgitated through varous channels)
  5. i'm glad there's been nothing revealed about the plot. i hope it stays that way.
  6. no worries, the big-heads mode is already implemented.
  7. re-post from another thread: source
  8. it's default, which means it can be toggled on/off. nothing's locked.
  9. yep. looking forward to this one.
  10. i don't think that "match to slowest" is a permanently enforced thing; more like a toggle.
  11. i'd rather they go the other way: have just the sliders without numbers (e.g. [property] |--------[]---|). it gets rid of the sadness, that is a numeric value without it's scale, and it shifts the focus from this meaningless number back to the output effect (actual loudness of the sounds, or brightness of the picture). config editing would be nice to have though.
  12. from conveniently opened-to-public SA forums:
  13. well, there's been a video and a few screenshots, so, yeah, we do. {: btw, there are a couple of slides here, that shed a bit of light on how their lightning magic is done.
  14. isometric view (or any axonometric view parallel projection) = infinite camera distance. PE will use some sort of axsonomtery (as far as i know, they're using steeper viewing angle for indoor, and shallower angle for outdoor areas). i'm not advocationg extensive use of DoF, but it can be useful in cases such as mountain tops (arreat mountain top in diablo 2), tall towers (severed hand in iwd), floating thingies (astral prison in bg 2), etc.
  15. i'm upset because the god of game programming Carmack ends up working for facebook. ):
  16. parallax simulates a shift in viewing angle, but the viewing angle in isometric view doesn't ever change, so i don't see how that would work. i think depth of filed would be better suited for creating an illusion of depth.
  17. but that's exactly what it means in this case. whichever axonometric projection P:E will be using (and IE and any other '2D' top-down games have used) can be imagined as looking at objects infinitely far away; there is no difference in the angle that each of Your eyes are looking at the scene, so there is no difference in picture that each of Your eyes see, so there is nothing to create the illusion of depth.
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