Everything posted by rjshae
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Update #47: Odds and Ends
I think the only thing they've said on this so far is that it'll be similar to switching between chapters in some of the IE games, where you get a narrated sequence, accompanied by static art (which I love, btw). Animation simply is too expensive/time consuming to fit within a crowd sourced budget (and there also seems to be little demand for it in the fanbase). There are still some animations they could implement even with static art, such as slow motion panning and zooming.
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Enhance the whole game?
Nonsense. Stretch goals are documented statements of direction, so they should be taken literally.
- Update #47: Odds and Ends
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Enhance the whole game?
It's a good thing that they reached the $4M stretch goal or they might not have enhanced the whole game.
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The Kickstarter Thread
Interesting, hope it makes it goal. It seems to be doing much better in this run; they're at 56% ($28k/$50k) with 22 days to go. Good for them.
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Torment: Tides of Numenera
Then that would probably exclude Morte.
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Torment: Tides of Numenera
Castoff's Labyrinth is looking like a forgotten slice of birthday cake left in the fridge too long. I guess they're imitating the Endless Paths in PE.
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The Kickstarter Thread
It was a nice idea, but perhaps it was too much of a niche genre. Perhaps it needed a more, umm... perilous setting?
- Schools for Class training
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Cyprus Financial Crisis, a real collapse possible?
Next thing you know, they'll be wanting to tax my mattress.... Need to find a new place to hide my money.
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Disappearing Corpses
Perhaps, upon return to the area, the corpses should all leave a mysterious stain behind with drag marks leading off toward the exits? I enjoyed the way they did it in the old Warcraft games where an animation caused the corpse to decay into the ground.
- Eternity+Numenera References/Interaction?
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The Kickstarter Thread
Fun Kickstarter stats.
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Torment: Tides of Numenera
Bunny trails.
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Concept Artist Kazunori Aruga aka *K*
Good use of light and color, although his shadows seem subdued. Both his human and animal art are nicely proportioned. I think we can expect some very appealing character portraits from Mr. Kaz, if that is indeed his task.
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exploring different planes.
Yes the players may not need to travel to different planes in order to enjoy variety. But that doesn't mean that the setting needs to disallow dimensional travel. It depends on other factors. Thus, do the deities inhabit other planes? Does the soul travel to another plane before returning to the world in a different body? According to the religious mythology, do you travel to the plane of your deity after you die? Do the wizards draw their powers from another plane? Do they travel to other planes in order to enhance their power and knowledge? Once you allow for the possibility of other planes, and allow for residents of the setting traveling to those planes, then I think you need to allow for the possibility that the writers will want to use those planes in the story.
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Would you like to see Fate Points in Project Eternity?
Perhaps for the hardcore mode where you can't reload the game.
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Susan Wilson's Kickstarter discussion (split topic)
The writing seems a little too polished for a 9-year-old. Hmm... Ach, Oner beat me to it.
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Avoid making a encyclopedia lore book about every single thing.
More diagrams and illustrations would be nice, yes.
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Might & Magic X Teased by Ubisoft, To Be Revealed at PAX East
I used to play M&M back in the day, and found them okay for passing the time but never really that enthralling. As soon as I played the group tactical combat screens in Ultima I realized that's the way to simulate combat, and the GoldBox games only reinforced that preference. I'm not sure I want to go back to the first person click-fests of M&M and Wizardry. Only if there isn't something better available.
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Avoid making a encyclopedia lore book about every single thing.
This is a redicio ad absurbum argument since no game can possibly explain everything about a setting. Creating little or no lore makes a conventional setting shallow and mundane. Ergo, having meaningful lore adds depth. Adding more lore adds more depth, although I'll admit there's bound to be a point of diminishing returns. Some people will want to see more lore than others. Hence, you please the most people by accommodating the those who want a lot of lore. If you don't like all the lore, nobody is forcing you to read it. While I'm not disagreeing at least entirety of the point, I must point out you're now doing the same reductio. It's really not like people who want less wordy explanations are going to be happy with huge encyclopedic volumes, by cleverly only reading 10% of each book, or only reading every fifth volume or whatever. The solution would only serve those who either want the maximum amount of lorebooks, or no lorebooks at all. Now it might actually be the group in between is a tiny minority, but it might also be otherwise. Well not exactly, but okay. Perhaps a solution is to provide a thesis statement for people who are in the tl;dr group, then a longer and more colorful discussion for the other extreme. Those in between can then judge which ones they want to explore in depth.
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Avoid making a encyclopedia lore book about every single thing.
This is a redicio ad absurbum argument since no game can possibly explain everything about a setting. Creating little or no lore makes a conventional setting shallow and mundane. Ergo, having meaningful lore adds depth. Adding more lore adds more depth, although I'll admit there's bound to be a point of diminishing returns. Some people will want to see more lore than others. Hence, you please the most people by accommodating the those who want a lot of lore. If you don't like all the lore, nobody is forcing you to read it. Hence, I'm not still seeing a problem here.
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exploring different planes.
To me an interesting aspect of having different planes is the point where they join together. Each plane has its own physical properties that sets it apart from the others. Thus a surface where two planes meet represents a discontinuity of sorts; a tear in the fabric of each universe where the properties of one universe transition into another. This represents a potentially calamitous physical discord that can cause severe disruption in the immediate vicinity of the two planes. Perhaps then the deities guard against this possibility by means of a mezzanine zone; an intermediary plane where the physical properties of space and time vary, creating a safety buffer between each of the realms. The gateways into this mezzanine zone may be warded by guardians that protect it from significant disruptions. Wanderers entering into the mezzanine zone will need to understand the ways to placate these guardians and seek their guidance before a different realm can be entered. Those who fail to do so will draw down the wrath of the guardians upon their heads; a risk that should not be taken likely since these are potent divine creations. With the exception of deities and their servants, these guardians will naturally limit movement between the planes.
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Torment backers trying to steal our MCA!
I read the thread title and my eyes rolled so far back into my head that I can see the optic nerve. Hmm, interesting...
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Small suggestions. Easily implemented ideas, quickfire thoughts.
Social events at your stronghold where the behavior of the guests is modified by the wealth of the furnishings and the impressiveness of your displayed trophies.