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Everything posted by rjshae
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Unity supports C#, Java, and Python. In fact the documentation is significantly more robust in Java. I certainly hope this game doesn't have any dependencies on Java; tired of patching that oozing sore.
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I believe what they are doing is raising and lowering the water level. I don't think the sand is moving, but there's some sea foam in the mix that, in combination with the wave flux, may make you think it is.
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Sweet! Nice update. That ocean motion effect looks really good. Thanks for keeping us informed.
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Multiple currencies
rjshae replied to Sheikh's topic in Pillars of Eternity: Stories (Spoiler Warning!)
A level up in sophistication would be for each settlement to have its own exchange rate for different currencies. If you want to get the most value for your currency, you'd travel to where the exchange rate is best. A simplified approach would be for each settlement to have a "preferred currency"; all others are exchanged at, say, 80% of value. -
It's almost like you're all boxed in...
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Population size
rjshae replied to Namutree's topic in Pillars of Eternity: Stories (Spoiler Warning!)
A bulky barbarian warrior, new to the city and armed to the teeth, walks up and starts asking the PC the same sort of questions you normally get to ask a random local.... What happens next? -
The Two Big, Big Cities
rjshae replied to Gyges's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
The cities may be big, but that doesn't necessarily mean the city game areas are going to be profuse. We'll probably see a few highlight areas and some adventuring locales in each city.- 31 replies
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Multiple currencies
rjshae replied to Sheikh's topic in Pillars of Eternity: Stories (Spoiler Warning!)
There were multiple currencies in F:NLV. I suppose it added slightly to the sense of having different cultures and governments, but beyond that it didn't make much of a difference. It was really just an additional set of numbers in the inventory. Having a second currency that only certain vendors accept might provide some cultural atmosphere, particularly if the variation was geographical in nature. -
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Hopefully it will be more advanced than that limited selections; something akin to the formation editor used in ToEE perhaps.
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Date night...
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Population size
rjshae replied to Namutree's topic in Pillars of Eternity: Stories (Spoiler Warning!)
I don't think they need to put a mob everywhere, but one city area with a large ambient crowd would be a nice touch. Like a market place. -
Dat Backer Content
rjshae replied to Bryy's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
That's a great idea. Their party name could have been the "Goon Squad" and they would be world renown for only fighting on the side of reviled dictators and tyrants. In battle they would constantly fling insults as well and when one of them died they would say "I am suspending my belief!" Led by a great flaming Troll named Xedoc....- 110 replies
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Update #79: Graphics and Rendering
rjshae replied to BAdler's topic in Pillars of Eternity: Announcements & News
There's no evidence for that, it's just pointless speculation. They could do two paint over passes for each resolution asset and it would look better but I doubt they will because the benefits aren't worth the cost, they'll just downsample the painted 2560x1440 backgrounds. Yep. They can also ship a single asset size with the game then provide a higher resolution as a supplemental download. That will address the potential disk space issue.- 192 replies
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Here's somebody who groks parallel processing...
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Castles & Crusades -- Castles & Crusades is a fantasy role playing game that uses an easy to learn attribute-based rules system with 13 character classes and 7 races. Spells, equipment, fast-paced combat rules, and all essential information needed to play a game of Castles & Crusades are in this book. Succeeding at $72,627 with 6 hours to go. Nova Praxis - Savage Worlds Edition -- Originally released using a modified version of the Fate system contained in Strands of Fate and Fate Core, Nova Praxis is going to be re-released for the Savage Worlds game system. This new core book will contain the setting information contained in the original Nova Praxis core book, expanded with new material from Machinations: the Nova Praxis GM's Guide. Succeeding at $6,851 with 10 days to go. A World of Dew - A Samurai Noir Role-Playing Game -- A World of Dew is a brand new Samurai Noir role-playing game, and a sequel to John Wick’s Blood & Honor. In the original Blood & Honor you played samurai who were members of a clan. In World of Dew you can now play everyone else: perceptive geisha, weary ronin, gargantuan sumo, greedy yakuza, and even gaijin. Succeeding at $15,928 with 6 days to go. The GODSFALL - an epic post-apocalyptic fantasy rpg -- The fall and impact of an elder god has changed the face of the world. He lives, but barely. He has become the Sleeping God. Money is meaningless. Food is the standard with which people barter. Magical items are semi-living things, mini-characters with their own goals. They can go dormant, if they aren't kept happy. Succeeding at $4,357 with 13 days to go.
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Update #79: Graphics and Rendering
rjshae replied to BAdler's topic in Pillars of Eternity: Announcements & News
Could be fixed by giving characters a 'turn-rate'. They use it in quite a few RTS games to control the speed that a unit can change directions. I personally would prefer it to be instant, or "jarring". It makes game controls feel so much more responsive. Less annoying, if you will. If I ask a character to walk somewhere, I want them to start walking, not take 1 second to turn around and then start to walk. Especially if you're like me, who will keep changing direction of my party all the time. I think it would need just enough frames for your eye to perceive the motion. But larger creatures like a dragon should take noticeably longer.- 192 replies
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Update #79: Graphics and Rendering
rjshae replied to BAdler's topic in Pillars of Eternity: Announcements & News
Yes, I noticed that too. But to me it's a minor thing; a result of the 3D emulation process. We'll probably not even notice it when we're busy playing the game.- 192 replies
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There seems to be a problem with this idea, where would the energy to do all these conversions come from? Electricity. The nanocrystals are acting as an efficient catalyst.
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Update #79: Graphics and Rendering
rjshae replied to BAdler's topic in Pillars of Eternity: Announcements & News
If you are talking about the shots further down the page, then those are darker because the shadow is more vertical. The shot at the top of the page has the same issue.- 192 replies
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Update #79: Graphics and Rendering
rjshae replied to BAdler's topic in Pillars of Eternity: Announcements & News
They could soften the shadows for morning and evening lightning so it wouldn't looks quite so odd. The changes in brightness and color can be good for setting the mood, even if the shadows don't actually track the sun's position.- 192 replies
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The Kickstarted game Among the Sleep has been released.
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Update #79: Graphics and Rendering
rjshae replied to BAdler's topic in Pillars of Eternity: Announcements & News
As per the night/day example screenshot, with the guard standing beside the turret/building corner, it seems like it's still a matter of their feet not quite "connecting" with the plane of the ground. Even though the character is, overall, matching the 2D background, he still looks like he's hovering mere inches (in-game-world inches) off the ground. He's really, really close, but he's not quite standing on it. It's probably an issue with the shadow. The shade appears faded near where the man's legs touch the ground, whereas in a real world view that's where the shadow should be the most sharp edged and deepest.- 192 replies
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