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Semper

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Posts posted by Semper

  1. They don't seem to be stating what they'll add above 2.2 million. I'm not sure they know what they'd do with six million and there's predictions that they'll get around seven to eight million. I think they should start a theme restaurant and nightclub. Maybe even a theme restaurant and nightclub chain.

     

    they will have a hard time reaching 2.5mio without added localisation or a toolset... and they will never reach 4mio+. you know that this imbecile prediction is just the most simple mathematics, right? it's average daily pledges multiplied with the days left and summarized with the amount reached. this whole formula is totally out of place and resembles in now way the reality.

     

    having said that all your stretched goals won't help to add a huge amount of pledges. in the 3 weeks left they need to announce a toolset, localization, perhaps screens for what artistic goal they're aiming and definitely lots of press.

  2. If you like test isometric view game which is made using Unity, then you should checkup Rimelands

     

    actually that ain't no isometric game. it's just a generic 3d perspective with a flying camera like nwn2. not sure what they gonna do with unity but they should have added a nice picture showing what they're aiming for. now this whole engine debate will cripple the enthusiasm.

     

    thx for the update anyway.

  3. the heck no! just display a nice collection of ending slides mirroring the choices i've made. to continue the game after reaching the end feels totally out of place if the areas and the setting don't change at all. displaying all those different endings, given that there'll be different outcomes, in-game burns too much budget and development time. i feel the same transfers to ng+. this has to be balanced and will eat up a lot of time and effort to make it interesting enough to be justified. only blowing up the numbers to create hp sponges for a ng+ is boring. better take those ressources and use 'em to polish the game!

     

    bottom line is that c&c is the best to encourage players to start all over again.

  4. Looks like its just for one day. Now the donation rate is at an all new low today, which is to be expected as most of us have already pledge DRM or not. Now we have to hope for some other announcement that that will spike the interest in this project again.

     

    yesterday morning, before the awesomesauceupdate 4, the pledge rate was at a speed of around 1k per hour, which is the usual way after 5 days. now it's still around 2,5k per hour, above the average. if they can keep this income steady this will make another million+ the next 22 days, still 4 days left for the usual high peaks at the end.

  5. all the complainers sound as if there'll be thugs running around wielding submachine guns. first you whine about standard fantasy races although not knowing any details about their lore and connection to the setting. now you're all in for generic weapons without any creativity -.-

     

    couldn't you just relax? there's nothing more retarded than claiming that firearms belong to a cyber- or steampunk setting. "guns" were invented in the 14th. and 15th. century and they are also present within d&d, pathfinder and other medieval inspired fantasy settings. as josh stated they're kinda special and will fulfill the role of powerful tools. probably they won't be freely available to everybody.

    • Like 2
  6. I'd like to know what kind of longevity people think a toolkit would add with needing to use their own 3d modelling program to build and texture new areas if they want to add new locations to the game. other games have had success with toolkitsbecaue of the ease of use in creating new content. this wouldn't be like neverwinter nights where you can just drag and drop props and terrain, it would most likely require simply adding quests and such to existing areas, similar to modding the IE games.

     

    a 3d modelling app shouldn't be the problem because blender is F R E E. with 3d rendered backdrops you can use what you like because no exporter is needed. yes, it's more difficult to create a pre-rendered, nice looking background than switching and moving some assets around. but even with assets it's complicated to do something unique if you don't want to create custom ones. btw modding ie games ain't strictly limited to quests, dialogues and companions - there are also lots of good looking custom areas. if you have the passion to do a handful of tutorials it ain't that hard in the end.

     

    if obsidian uses an inhouse engine free of middleware there should be nothing against a toolset.

  7. ME series used the Unreal3 engine: modding difficult and limited.

     

    yeah, because that explains why the unreal development kit is free to download and easy to access, not to speak about what and where the limits are. of course if you've never used any similar tools everything seems to be a cluster**** and way too complex to handle. if the tools are shipped with at least a few pages explaining the basics and after some hours of training everybody can dive into modding.

     

    and yeah, +1 for such tools!

  8. positive:

    - fog of war

    - portraits

    - locked camera

    - 2d backgrounds giving the artists total freedom without the constraints of a 3d engine

    - tactical formations

    - no way to look at the sky

     

    negative:

    - areas were almost still lifes with just a few environment animations

    - 2d sprites of characters/monsters are inefficient (rendering of equipment) and difficult to create

    - clumsy animations

    - simple color filters instead of lighting

     

    what i like to see added:

    - diverse environment animations

    - 3d characters

    - scripted triggers to give areas tactical advantages

    - being able to give chained commands like different attacks and a path to follow

    • Like 2
  9. god, where comes all this hate from? it doesn't help if you repaint them, give them 3 legs and no arms, green skin and call them misfits as long as they are filling the roles of those generic races - tree lovers, tunnel diggers, evil basterds, long lost and now revived, most intelligent creators of the universe, etc. i am perfectly fine with calling them elves and dwarfs if their culture is surprising and new to explore. the background and lore makes a race feeling generic and not their pointy ears or how they're called.

  10. the possibility that you've produced a child. I think it would make for interesting dialogue options.

     

    kinda like:

    - oh, i am the chosen one and our child will rule the world.

    - do you abort? you really want to keep this thing? didn't you prevent, you filthy bia***?

    - lets name it hensel and expose it in teh woods! sequel's mysterious antagonist incoming.

    - would you like to end our adventure and chillax?

    - lets discuss this genetical outcome of our interracial breeding in detail while sitting around the fire. fency tea tyme included.

    - what hair color will it have?

     

    i can't think of anything interesting a "real" baby could add to the game. should there be romances we could talk about an ending slide but everything else just sucks.

    • Like 1
  11. as it was nice to have a hardcore mode in new vegas i can't think of it being in crpg with a party of up to 6 people, each of whom drinking and eating at different times. it would be an option as party wide checks so you don't have to check every single member. skills/perks influencing those checks could be averaged. at least sleeping should be in, with eating and drinking as an option to be enabled.

     

    what i like to see are special food recipes or drugs with both positive and negative effects.

    • Like 1
  12. I've always wondered why we have such fantasy maps which seems to be scrolling beyond the edge of the frame. Like we have in Wheels of Time, Middle Earth. I know an common explanation is that area beyond that point is desolate/unexplored, but even then a rough sketch of the area and lore explaining why that is so desolate enriches the world.

     

    simply because as a designer you can't create a whole world with different cultures, climates, vegetation, mysteries and so on within a few days. you also don't want to lock all those things right from the start. landmass beyond the border of the map is there to give the impression that there's way more to explore in this universe. what you're holding right there is just a local map, for everything else you've to use your imagination. the more the ip grows the bigger the known map will become.

    • Like 1
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