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Carmelle

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  1. Probably not, unless they build that sort of functionality in to begin with. Definitely possible, it's just a lot of work and a bit hard to do. I know there's at least some work and that have worked on creating procedural, real time and reactive animations. That kind of system might be able to do it, but it'd definitely cost a pretty penny to license something like Euphoria, and more to get it working well enough to do what you'd want, if it's even possible. And even then, they're not the greatest of animations....work really well for things like reacting to falls or things hitting t
  2. That screen to me looks like it's designed to set the mood or introduce an area (whatever is behind those statues), not be a complete map itself. I doubt any sort of encouters would occur there...and it's definitely large enough to fit the heroes for that purpose. Especially if they have any sort of depth, so as you move towards the entrance the characters would become smaller still.
  3. Recent? Hell, Age of Empires 2 is over a decade old. Lol, true enough. In my mind I was thinking more along the lines of the newer Total War games as the basis. But yea, even the older TW games and AoE2 and such had pretty decent pathing with formations.
  4. Keep in mind that the Linux kernel also compiles on ARM, and many distributions offer full ARM support as well, including all (FLOSS) libraries and capabilities. As long as you're mindful of some architectural differences (like endianness, but those are things you normally encapsulate away early anyway), it doesn't matter on what of the dozens of architectures Linux works your program runs. I suppose that works fine for most things (basic libraries or utilities, maybe even things like SDL or what have you) but the main differentiator is still the graphics hardware. PC -> opengl/direc
  5. Well, Unity does run on Arm with its mobile flavour, and I know that android supports a physical keyboard/mouse out of the box + hooking up to an HDMI capable display. That said, I don't think it'd be that simple. Although the industry is definitely shifting towards ARM for lower and mid ranged devices, it's a bit too early to say with confidence that they'd be able to ship for it down the road, let alone make it as a part of their roadmap. Linux/Mac/Windows at least share the same set of libraries and general capabilities (i.e. the PC). When you start getting to ARM based devices, you
  6. In this area, I would love if the game took a bit out of some recent RTS games that allow for formations... where you can have individual movement per character but as they move, have them try to adhere to a single formation too.
  7. I absolutely love these kind of things, especially if they affect the gameplay or story going forward. Adds for replayability, and makes it feel like my choices actually matter. Plus the harder they are to decide on, the more likely I am to wanna replay the game and see how it would have turned out if I went the other way. << Possible ME3 spoilers ahead: >> Mass Effect 3 had me going for the longest time in trying to decide between Geth and Quarians, and once I found out I could save both by doing certain decisions in the previous ones, made me wanna replay them all to do so :
  8. I don't really care about # of locations or maps or whatever, so much as the actual content that goes with them. Having 100 locations is useless if most of it is empty land imo. It's kinda how fallout 3+ felt for the most part. You had interesting locations interspersed with vast amounts of barren land which had nothing of interest, and were a chore to walk from and to. Luckily you could quick teleport to locations once you've discovered them though I suppose. Skyrim on the other hand wasn't as bad. It still has a similar setup, but as you're wandering through the map you find a lot of coo
  9. Just thought I'd throw some light on a few of the topics I've seen discussed, as I understand them. Feel free to skip down to the TL;DR Just wanted to add some insight. On fractal-based textures: This is kinda cool, and it's however not too difficult to combine fractals to generate interesting looking textures for things like rocks, walls, brick, etc.. anything that's either regular and can be modeled mathematically (ex: bricks) or is very random (ex: sand). And you can always layer fractals on top of one another to add depth to the textures and make it difficult for the eye to detect any
  10. How do you know it won't be? As I already explained in another thread, the Unity engine is not the actual cRPG game engine for PE like the Infinity Engine was for BG. Unity is just a low-level framework and toolset on which Obsidian is building its own custom cRPG engine, which in turn will run the game content that will make up PE (and maybe additional games in the future). So how do you know that replaying of scripted battle sequenced will not already be supported by this engine anyways? It might very well be, for cutscene-like sequences etc. It all depends on how they decide to
  11. I would love a day/night cycle, but having quests tied to specific times can be annoying sometimes. For example, in Skyrim and Witcher, every time you wanted to advance the day/night cycle, it'd take a while and you'd have to wait for really no reason except that the game engine had to load all the new lighting settings and such. But having the world react to the day/night cycle as it progresses is definitely something I would like to see. Right, but that's only two different light levels for (some of) the areas. You didn't get the sun moving across the sky or the shadows dhanging a
  12. Personally, I absolutely despise ammo management. It becomes far too much work, especially with parties of several characters. I do like the quiver approach mentioned by Aoyagi though. For a happy medium, perhaps quivers that magically regenerated ammo over time (outside fights) or something. So you'd have some ammo for each fight, but would have to be careful with how you managed the ammo within a fight itself. Then the ammo management is restricted to strategic use within combat instead of managing an inventory with no real addition to enjoyment, only realism (eg. "oh crap I forgot to bu
  13. Good to know.. just to clarify though: I was referring to the 3d model itself, not the portrait. And the sort of disconnect that occurs if the model looks one way (or changes with gear or whatever) while the portrait remains static and looks another way.
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