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hideo kuze

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Posts posted by hideo kuze

  1. w00t! :)

     

    (I'm watching the ustream on and off, but I failed that bit)

     

    BTW, any way to remove the PE logo from the stream?

    I like the logo, but it feels like an annoying pop up.

     

     

    Someone tell Adam to use OE members portraits for the IWD party members :p

    (I'm assuming he will shift the stream to his computer when he starts playing)

     

    what's the image size for the custom portraits?

    I can save Adam some work.

  2. I hope they do not scale the whole game. Trying to climb a mountain the whole way loses its appeal half way up for me.

    :getlost:

    Did you read what Sawyer said at PCGamer interview?

     

    We will have very little level scaling and almost entirely in critical path areas since there's a lot of variability in when players approach them. Especially when it comes to optional content and general exploration, there will be no level-scaling. In this regard, Fallout: New Vegas might be a fair comparison.

    This makes sense.

    Otherwise you would do all the optional quests first, and then would simply storm through the main plot without any challenge and thus breaking any suspension of disbelief.

     

     

     

     

     

    On another subject,

    will Obsidian please record the future UStreams?!!!

    Not everyone is able to watch them live.

     

    I missed the first stream with Adam at his office. Did anyone record it?

     

    (will have to be repeating this one until someone from OE comments)

  3. Another thing that interests me on unwinnable encounters would be to have you use your wits instead of your might, to work around a solution.

     

    For those that don't want to see this. Just keep in mind that the unwinnable factor should be there according to the combat rules.

    That is, it's unwinnable because there is a huge gap difference in power level, which means the party dies really fast. So that makes it clear to the player what's going on.

     

    I think there is room for different types of things:

    - encounters which you can only win after a certain level (this is certain to be in the game due to the non-linearity)

    - encounters which you may win/avoid/survive by using your wits

    - encounters which you will always perish. You shouldn't be the most powerful entity in the game.

     

     

    On another note,

    I would love for another Kangaxx type of thing... you know, recover the preserved body pieces, or make the arrangements for some demon summoning ritual.

    But it would be great if it didn't always resulted in inevitable combat.

    How about if you decided to run and that demon/undead ends up taking control of that village. So when you return latter it's full of monsters.

    Or how about some non-combat interaction. Like make a pact with the demon/undead. Have him give you a quest. Or reveal something to you.

  4. Not a bad idea.............

     

    I'm sure people would love to contribute to the game, even if it was something simple as a live track coming from a commoner sitting in a street playing a lute, included in the environmental track for the map.

     

    That's certainly one way to save money and probably get good quality and a good amount of music into the game.

     

    There is probably a way to fit some of your own guitar playing in there too as from the lore update it sounds as if one of those places is kinda Italian/Spanish.

     

    edit: Wasteland 2 put up a contributors thread where you could post your skills and a contact email address. Lots of people volunteered. You could do the same except in a post-campaign kickstarter update.

    Make-It-So.gif

    /make it so

     

     

     

    I'm personally much more open to amateur volunteering for music input (e.g. those people who wander around Renaissance faires performing) than untried voice actors because the immersive quality is different. Minor imperfections in live music definitely lend a different feel of authenticity to a setting, but imperfect voice acting kinda just breaks everything. :p

     

    Cool idea. It'd be nice to give air time to people who devote themselves professionally or by hobby to rarer instruments because we need more people learning that anyway. :biggrin:

    I hadn't thought about VO.

    But that is also a good idea that could also be doable.

    I'm sure there are a few amateur or semi-professional amateurs that wouldn't mind both having their voice immortalized in the game and add something to their resume.

    Their role in the game would be decided by Obsidian according to their proficiency at voice acting.

    It could range from 3 or 4 lines to characterize the innkeeper up to 30 or 40 for some more important character.

     

     

    Those kind of things would also want to be announced in a Kickstarter update so everyone receives the info, there's only a small percentage of us on these forums.

    Good point.

     

     

    I really would enjoy some different instuments being used in this game, especially some used in different cultures with interesting tones. One would be the

    , the sitar, the
    . The TV show Avatar: The Last Airbender really did a great job with using the Neynava and adjusting it digitally to make a very interesting new sound and named the instrument the "
    ," an instrument that does not exist in the real world but just sounds so perfect. I am not mentioning the more common instruments just becaue I know that they will be found in the game (lute, flute, horn, trumpet, etc) but I am really hoping that the devs consider music instruments worldwide and allow them to influence their creativity whe it comes to locations and themes that can be found in PE.

     

    I think that music can really bring depth to any game: it's one of the reasons that games can become so immersive. I think it would be a big mistake to skimp on music for "more" content. Sometimes the right tone and atmosphere can be better described without pictures or words and with the right song. Just imagine your own favorite songs and the wonderful imagery it evokes in your mind whenever you hear it.

    Having different instruments, as part of having different cultures, would really be great.

    The problem is, from what I understood we will be exploring a small area of the game world. I'm not sure on how much you could vary it.

    • Like 1
  5. Heh, that wallpaper is probably a couple of hundreds of dollars. Hard to guess, Kieran is both good and fast.

     

    And yeah, I'm a professional, although I doubt they'd even considering hiring me. ;)

     

    wow wooow wooooow

     

    so you're telling me that the cost for a portrait and the cost for a wallpaper... is basically around the same?!

     

    I would assume that there is a *lot* more work in a wallpaper (well, at least that scene Kieran made) than in a portrait.

  6. Actually, your examples demonstrate the very stark difference between Forton and a more proper stance. His stance looks nowhere close to the the ones there. You've misunderstood what hideo kuze said.

     

    The foot should be with a 90 degree angle, not the leg/knee joint, "with the knee cap basically over his heel (or just a little bit more)." You can actually try the stance yourself--with a knee right over the foot, it's comfortable (unless you go too low). But if you put your foot our as much as Forton does, you'll feel the stress in your knee joint.

     

    I didn't misunderstand at all. Which is why I said I would like to see his right leg come straight down. hideo kuze said his left leg should be behind him. I disagree. His left leg is fine. It's his right leg that isn't.

     

    I did a poor photoshop of his calf beneath the knee coming straight down and it looks even closer to the pictures I've posted. Perhaps someone with better photoshop skills than me could post his leg beneath the knee coming straight down and move his foot to one side. I actually prefer this than the concept art.

     

    His left leg may not look bad to a non-practitioner, but it is.

    And for the record Jet Li's back leg/foot is not well placed.

    As for the lady, she is doing tai-chi, which is more relaxed. And I suspect that is a position transition.

     

    DangSanBo.gif

     

    You need to have a correct stance in order to be able to shift your weight from the back leg (when its bent) to the front, while not raising your height.

    This movement allows you to translate your body weight into power at the tip of your fist.

    If you don't have the angles right, you're basically screwing your knee joints.

    45 degrees is the reference. But having your foot at a angle wider than 75 or so is plain wrong, especially the back one.

  7. I want to see more art from the creator of the dwarven ranger portrait released with Update 3. (Who is the artist?)

    So do I.

     

    I didn't like the dwarven ranger image at first because I thought it had a slightly cartoony, almost Disney-esque look about it... but the more I think about it, that's probably just because the dwarf character has quite a child-like face. A more serious looking character might give a very different impression.

     

    As much as I love Justin Sweet's work, I think it would be a real shame to see their current portrait artist dropped when we've only seen one example of their work.

     

    How about both? :) The more portraits, the merrier, if you ask me.

    Perhaps. The dwarven ranger artist could focus on companion portraits and portraits for the player-character, while Justin works on portraits for other NPCs.

     

     

    IMO the art style should be the same across PC and NPC portraits.

  8. I want to see more art from the creator of the dwarven ranger portrait released with Update 3. (Who is the artist?)

    So do I.

     

    I didn't like the dwarven ranger image at first because I thought it had a slightly cartoony, almost Disney-esque look about it... but the more I think about it, that's probably just because the dwarf character has quite a child-like face. A more serious looking character might give a very different impression.

     

    As much as I love Justin Sweet's work, I think it would be a real shame to see their current portrait artist dropped when we've only seen one example of their work.

    And that one is a female dwarf. Thus the face.

     

    I also liked the dwarf ranger, but I still prefer the IWD art (Sweet, Kovacs, Manley).

    And like Karranthain mentioned here, Justin was the art director and the leader of the pack.

  9. Justin Sweet isn't a crappy portrait artist. He's just NOT a portrait artist. 90% of stuff posted here is concept art, or illustrations, not portraits. Which doesn't mean he couldn't do absolutely kickass portraits if he tried.

     

    Royo is overrated and thankfully almost forgotten now, that girly crap above is not even worth a comment.

    The portraits in BGII were alright, although one can clearly see they're real people with earrings and hamsters added. (also the artist seemed to struggle with getting the eyes aligned in most of them)

     

    See? It's so easy to spout really really insensitive comments about someone's art. Good grief, I do hope none of the artists read this thread.

    (and believe me, artists sometimes do make the mistake of reading what fans have to say about products they worked on.)

     

    Why do you say he's not a portrait artist? Because his images show a lot more than a face (whole body and even landscape) ?

     

    Since you're also an artist, could you post portraits from or two artists that you consider good?

    (even if style is always subjective)

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