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rjshae

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Everything posted by rjshae

  1. I've been thinking of looking in to that show, how is it? Well I've enjoyed it thus far. There haven't really been many sci-fi elements, other than the existence of the clones. It's more of a BBC-style mystery drama, with a healthy dose of suspense. I think that part of the back story is exploring the effect of environment on character development, since the clones are such a diverse group of individuals. The last episode had a hint of something else... like a mysterious connection between some of the clones.
  2. Orphan Black: man, just how long can Susan keep impersonating a P.O.? Her partner is getting suspicious. And why the heck didn't she finish off the nut-job clone? Gah!
  3. I beg to differ. Crafting is a different direct action to achieve your different goal (acquiring a useful object/item). I don't think anything inherent to the process of crafting makes it feel like a distraction. I think the piddly "Go grocery shopping, then click a button" treatment of it is what does that, strengthened by a "Meh, or you can just find stuff on dead peeps or buy the exact same stuff with all the money you'll get spending all the time you WOULD'VE been crafting on going out and doing other things." Sophistry. If crafting didn't exist then neither would the goal of crafting an item. Your goal are quests and such; crafted items may aid you in accomplishing those goals, but normally they don't exist as an end onto themselves.
  4. Combat is employed as a direct action to reach your goal. Crafting is an indirect action that helps you in accomplishing your direct actions. That's perhaps what makes it feel like a distraction. Most crafting is just seems like a method of conserving your hard-won gold. But you can usually just go out and get more gold through combat (or thievery). If crafting allowed you to take different paths to achieve your goal, rather than being merely a supplementary add-on, it would feel more useful.
  5. Just because you only see a few buildings doesn't mean the village isn't surrounded by farms and farm houses. A game could easily model this by having a few farmers visit the village pub at night for a drink and talk about the day's travails. During the day, the village may get visits for supplies. &c.
  6. Very nice! It sounds like you are making excellent progress. Thank you for the update. I'd be interested in hearing what you have planned in terms of scheduling behavior with the AI. Will it be mostly static? Do you plan to introduce time-of-day activites, or do you have something more intricate in mind? If you could talk about the non-combat AI once you reach that stage of development, I'd appreciate it. Thank you.
  7. What should a female breast... [clicking] ...plate. Damn! Breast teaser lead-in ever...
  8. My guess is that it will be zoomed in just enough to see some of the details on the equipment. I think they did mention that it would be a low poly count of around 2,000, but they would start at a much higher poly count (for the bump map and texture). They should be able to get a decently attractive puppet model that way. Hopefully, it'll be tintable as well.
  9. You don't get a really good rest lying on the cold ground under a tree, especially if you're used to a bed. Just finding a room to hide in sounds viable in theory, but in reality it should start to wear on you. Likewise, so does walking around in armor and carrying a big load of gear. You get tired, your alertness level drops, and you become more vulnerable to mishaps and surprises. In particular, once you're wounded, simple survival becomes problematic. Eventually you'll need to pull back to a camp site, get some warm grub in you and rest in a warm blanket on some leaves. It might be possible to model this through some type of "deep fatigue" status that reflects how long you've gone without a proper rest in a safe, comfortable environment. This fatigue factor should steadily lower your health recovery rate and reduce your initiative in combat. You can then rest up all you want in a damp, uncomfortable cave, but you'll still be burdened by that deeper fatigue.
  10. I'm not quite sure how to feel about that. Colonialism has a lot of strongly negative connotations in the modern world, so the theme may not necessarily resonate well. Plus you lose the early architectural (and part of the cultural) history of the dominant power. I guess we'll see how it works out...
  11. Perhaps the pet should just stay back at the camp, or the stronghold, to avoid getting squished by all the nasty critters? It could do guard duty (dog) and keep the pests out of the supplies (cat).
  12. There's plenty of dumb people everywhere. It's just that in the US they have access to social media, Fox news, high proof alcohol, wheeled vehicles, and automatic weapons. Czech Republic's ambassador 'concerned' by Americans confusing his country with Chechnya.
  13. Reminds me of taking cooking class. Ah, the memories...
  14. This emotive scene of Hayden Panettierre cracked me up:
  15. I suspect that reach weapons will probably have the slowest attack speed. Hence you may be able to get in the first blow, but once the opponent closes you could be at a distinct disadvantage (much like the Roman gladius vs. the Greek sarissa).
  16. An interesting and creative concept for a game. Just playing as a powerless two-year-old would have a potent psychological impact. I hope it succeeds.
  17. Creativity and artistry don't function well in a mass-production environment run by corporate bean counters speaking pure manglish. The primary interest of the Harvard MBAs is in reducing costs and commoditizing output, which tends to relentlessly stamp out individuality and imagination. Ref.: music industry, movie industry, video game industry, fiction book business.
  18. Watching the news yesterday was a bit like seeing fog of war in action. They couldn't wait to contradict their own announcements from five minutes previously. It's just sad to watch them mindlessly at work.
  19. Having shopkeepers standing in the middle of the street in the Athkatla bridge district at midnight was one of the real oddities of Baldur's Gate II. So yes, scheduled overall city behavior would be good. But I don't think it should be necessary to implement that at the level of individual detail in, say, Oblivion; that would probably take much more work than is necessary for a useful simulation.
  20. Assuming that the party members would communicate with each other, my thinking was that you'd display a union of all the FoW from each of the party members (but perhaps not some companions). Thus the FoW wouldn't be a circle, but a cloud-shaped region formed of the overlapping individual FoW. Modern PCs should be readily able to handle the necessary computation in real time as the party moves. It would shift shape based on lighting effects and party member positions.
  21. Me too. A nice look, but a tad uninviting plus a wonky interface. I could never tell if my postings were successful there.
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