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rjshae

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Everything posted by rjshae

  1. Most of the stereotypes being referred to are entirely the result of modern media, so it's not a "tradition": the folklore just describes them as ugly and humanoid. Obviously nobody knows what a troll really looks like, so they can make it whatever they want.
  2. Tainted swamp garden of undead plants... including the dreaded zombie potted plant.
  3. I wanted to get back that squad-level tactical combat feel of Ultima IV, the Gold Box Games, and ToEE.
  4. Meh. It'll be ready when it's ready.
  5. Thank you. I don't want to play the bloom game anymore. But do you fear it might look odd with the panning camera if not coming from map boundaries? Panning camera? I thought it was a fixed perspective? The light rays should follow the same projection as the shadows. So... maybe 10-15 degrees off the vertical and fading with altitude? Shrug.
  6. Light rays can likely be simulated by graphical overlays with an alpha layer, depending on the time of day of course.
  7. I suspect that bloom probably isn't needed for the isometric perspective.
  8. Not really funny, but kind of cool... I wonder what company?
  9. Sweet! The light rays don't line up with the shadows, but who's counting?
  10. Yes, to my eyes it looks more like a natural deciduous forest--some forest greens, some with a slightly blue or yellow tint. Hopefully they won't forget to add a few mounds formed from fallen, rotting trees. Also, a little brownish leaf dirt under the trees, here and there, would be realistic. Love the look though, even if the trees are a little small (for visibility reasons, I'm sure).
  11. Trolling about trolls... we've come full circle.
  12. Different world, different trolls. Figure-wise, they look threatening enough. There's no reason at all that the designers need to follow the D&D steroeotypes. What bothers me mildly is their cookie-cutter appearance. All three look identical.
  13. Excellent! Your artwork is unique and creative. I like the look of the foliage in the area shots; the grass looks rich and the trees in general are a great improvement over the old IE games. One question though: will the foliage be animated? I know that sort of thing could eat up take a lot of disk space. Thanks for the update.
  14. It worked for Star Wars...
  15. What's completely discordant about the SoZ world travel system is the lack of any sense of days passing. It should be taking weeks to travel between some of the destinations, but that isn't reflected in the lighting. There's no camping and no changing environmental effects.
  16. There's a lot of board games at the moment, with a few new RPG supplements in between: Advanced Bestiary for the Pathfinder RPG -- This is an update of Green Ronin's 2005 Advanced Bestiary for the d20 system. What's an advanced bestiary, you might ask? Well apparently it's a series of monster building templates. KS succeeding at $25K. ElfWood for Sixcess -- a fantasy setting book for RPGs based upon the Sixcess system. Their focus is on "wonky" game settings that are twisted versions of long established game tropes. Currently at $1K/3K with 35 days to go. Atlantis: Geographica RPG Supplement -- A companion book for the Atlantis RPG. "The Geographica details the people and culture of the antediluvian world once ruled by the kingdom of Atlantis." Succeeding at $11K with 14 hours to go. OmegaZone Instant setting for the Fate Accelerated RPG -- "Post-apocalpytic Los Angeles meets Cimmerian Pulp Adventure with a heavy dose of Gamma World in this new RPG setting." Now that sounds twisted. Presently at $3K.5.5K with a week to go.
  17. Hurray, now the pathological whiners will have more to whine about. Looking forward to the new game though...
  18. Total troll of a title...
  19. NWN2 uses the Electron Engine, not the Aurora Engine. Mask of the Betrayer played quite well in strategic mode ("isometric") in my experience. To me the biggest benefit of NWN2 is that it uses the third edition rules. The engine seemed fine to me--it's getting long in the tooth, but still runs pretty decently. People have their biases, I guess.
  20. Perhaps they could present a choice between: Forced march -- higher wilderness encounter risk and no camp recovery benefits but very fast Cross country -- higher wilderness encounter risk but faster and with camp recovery benefits Road travel -- lower wilderness encounter risk with camp recovery benefits
  21. To do that realistically, the developers would need to factor in the start time to compute the travel time. If you start in the evening, it may take longer than if you start in the morning. Or they could just use days.
  22. I still think the magic missile effect in ToEE was one of the better implementations...
  23. I don't know if its easier. The difference between Fallout and BG travel map implementation is mostly about random encounters i.e. when you click on a location instead of jumping to that location, you'll might get a random encounter on the way. A possible drawback is that it allows to open location through world map exploration instead narrative only, in FO it meant you could take a shortcut which allowed you to finish the game in 15min... IMO It might be nice, but you can get the same encounters without having an exploreable world map. Well it is much easy to implement a point-and-click travel map using the Neverwinter Nights 2 toolset than an overland map. The former just takes a picture, some icons, and control scripts, while the later requires actually building the map in a 3D exterior area plus a whole lot of scripting, trigger areas, transition regions, lists of wandering monsters, placeable models, and so forth.
  24. I could picture a character like some of the work of Diego Velazquez. A phlegmatic noble with a graceful mien, entering middle age, with fair olive skin and dark, well-trimmed facial hair.
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