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Osvir

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Everything posted by Osvir

  1. Or a sophisticated visionary design team that lacks skills and tools.
  2. Obsidian pitched the idea to the community, they had a high concept prepared for that pitch. Basically they treated the community as their publisher, I doubt that anyone will give you money to fund what sounds like a poor idea due to a poor presentation. The reverse is also true, if you have a vision then the best way to present it is through a high concept document entailing all aspects of the development cycle. If what you otherwise meant to say is "Hey Obsidian, I have this great idea that you should make into a game" and expect it to materialize into a fully realized product; then I'm afraid no one will be able to help you. Drop my revolutionising game idea that I'm not talking about for now. It's not a high concept yet, I only used that in this discussion not because I am hoping for it to materialize by itself but for the curiosity of the "Community Idea Discussion -> Pitch to Devs -> Kickstarter" question. Could this method be used to fund games or get visions to materialize? Thank you for the documents and links by the way :D I read some of it but I'm working a lot and haven't had time to read through it all yet, but it's most intruiging I must say. I could use one of my other 4 more fleshed out game ideas in a pitch potentially. What I am saying is, would it be possible to have a community to discuss ideas and fully realize it in a high concept and then pitch it to a developer? Step 1 is to discuss an idea with a community, step 2 would be to pitch it. Another example, let's hypothetically say that Might No. 9 never got Kickstarted: 1. A community wants a new Megaman-ish game. 2. They discuss the game together and aspects of the game as much as possible (A High Concept) 3. Pitch their idea to various game developers "Hey! We are a community and we have discussed this game for quite some time. Here's the documents, concepts, rules & mechanics and 'blahdiblah'. Would you be willing to create it if a Kickstarter was successful and would you partake in the Kickstarter campaign (as proof of your collaboration~ a short introduction and confirming that they agree to develop game)?". 4a. IF yes: Kickstart the game (and if funded = development) 4a. IF no (got no time, not interested etc.): Ask another developer/Reform the idea. Another concept of this creative community ideal (having nothing to do with gaming), for just some extra explanation, "Hey government! We, the Community, have discussed 'this and that idea' over here on these forums and want some change. Would you be willing to partake in this endeavor if [$] & amount of backers is reached?". What this entire idea is meant to convey is to give "Power to the People". People asks of things to be done~ "We want this" or "We need this" instead of developers/authority figures making a Kickstarter with the questions a la "Do you want this?" or "Do you need this?". That deal is already done, the question is already answered. The only question that is of importance in this "business"-concept is "Who will develop it?". Summary-ish: 1. Community figures out what they want/need "We want this". 2. Question: "Who will develop it?". 3. Pitch to Developers. Whilst currently it is: 1. Developers figures out what to ask. 2. Question: "Who wants this?" 3. Ask community (Pitch).
  3. Not on sale or anything but I just want to recommend http://store.steampowered.com/app/248820/?snr=1_4_4__tab-NewReleasesFilteredDLC_3
  4. The idea itself isn't the matter really, or how I should present the idea. Hmm how to explain... Obsidian used Kickstarter to fund Project Eternity. In other words, Obsidian (the Company), asked the people (the Community) "Hi. We, the Company, want to do this thing! You, the Community, want to see it happen? Fund!". What I am flirting with is the other way around. Basically: "Hi. We, the Community, want this thing to be made! Are you, the Company, willing to undertake this task if the project gets funded through Kickstarter?".
  5. Hi! So, I have this game idea pretty much fleshed out in my head and have begun sketching and drawing rules & mechanics for it. I won't go into that right now (or anytime soon, I think it's a pretty good idea. Let's leave it at that). The Issue: I don't have the talent to create it. Solution #1: Learn the skills to be able to create it. Solution #2: Hire talent. Now, I'm looking at Solution #2 a little bit extra here and this is what I am curious about. Partly because I see a golden opportunity in it and partly because I am somewhat lazy. The Question: How much does it cost to hire and/or briefly employ game developers? (artists, animators, programmers) I'd make sure a full pay according to their monthly wages would be paid for as long as they are part of the project. Is this a possible method to get game ideas created? The Method: Kickstarter. Of course. 1. A community develops a game idea, writes out rules, feedback on it (story), goes through it and builds a world around it. Passionate hobbyists with lots of concepts and ideas. 2. Talk with various developers "Hey, we're doing this thing on Kickstarter, we've got the game finished already all we need is for it to be put in an engine. You want in?". Let's say they all say yes (because it makes this example so much simpler). 3. Set the Kickstarter Funding Goals so that the developers get paid for their work (Community involved does not get paid). Viable?
  6. I want to build like 15 different parties. I also want to build one female and one male character with each race/class combination sooo... yeah very difficult to put together some sort of list.
  7. I'm getting Risk of Rain. Anyone want to try co-op? http://riskofraingame.com/ Osvir on Steam, I've got the Wizard from Trine as an avatar~ if you're interested
  8. Obxile Insidian Humm... well, in the latest presentation with Chris Avellone MIGS 2013 he talks about their good relations with one another. Just like Project Eternity, Wasteland 2 and Numenera are various spiritual successors of previous games, inXile and Obsidian's co-operation is kind of a "spiritual" Interplay/Black Isle~ (in a way). The soul is still there but physically it's split. Kind of like a cell/amoeba that has divided itself "The Exiled Soul of the Black Isle" sounds like a Quest NPC!
  9. Obviously I can't speak for everyone but this is why I want it and why it appeals to me. Early Access allows me to help out. As for resume stuff, I think if you are ambitious enough you could probably climb a little bit on some tiny ladder which could potentially lead to a bigger ladder. I know I'm being vague but it's for several reasons. All I'm saying is that if you put in enough effort and show you are reliable enough (which can be quite a large amount of "enough"), why couldn't you put it in a resume?
  10. 1. I do want the early access though. I want to look for bugs and give early feedback~ 2. Yes. There's a tale of a toothpaste company here in Sweden that had a similar problem (though, they weren't selling well at all). So they raised the price. Suddenly they were the most sold toothpaste. However, there's a difference in releasing a product with a raised price compared to progressively raising it. The product you have was released cheaper then raised, right? "People are buying a lot of this = There's a big demand = Raise the price = It's worth more", can't speak for everyone but that's what I'm thinking. With Planetary Annihilation we have the reverse, people were complaining about the product being worth less "$80!?!? It's not even finished!! How dare you!" etc.etc. it was in respect to the backers ofc, and to the beta backers the game was worth $80. Eternity's beta backer tier is $110. Well, I won't pretend to having special wisdom on that question. I would guess that putting such a high price on it would undermine allegations of conning people. It marks it out clearly as something for fans and afficionados. I made a mistake regarding this analysis of mine btw. So... I want Early Access because I want to help out but... the Early Access might not have to be the same price as the Kickstarter Beta Tier. These are the lowest "specs" of the "Beta Tier": I am personally not looking for anything but the bold & underline, so if there's some way to just up the pledge for "Early Access Only" I believe the price could go down a little bit from $110. Possibly?
  11. In light of this one, I'm curious. Will we be able to click stuff (Question-marks or whatnot) and gain more information? For instance, the table with the big map: "There's a big map here showing the world" or something.
  12. 1. I do want the early access though. I want to look for bugs and give early feedback~ 2. Yes. There's a tale of a toothpaste company here in Sweden that had a similar problem (though, they weren't selling well at all). So they raised the price. Suddenly they were the most sold toothpaste. However, there's a difference in releasing a product with a raised price compared to progressively raising it. The product you have was released cheaper then raised, right? "People are buying a lot of this = There's a big demand = Raise the price = It's worth more", can't speak for everyone but that's what I'm thinking. With Planetary Annihilation we have the reverse, people were complaining about the product being worth less "$80!?!? It's not even finished!! How dare you!" etc.etc. it was in respect to the backers ofc, and to the beta backers the game was worth $80. Eternity's beta backer tier is $110.
  13. ^Alpha (What I think they are doing now when they are testing the game). - Closed Beta = Company Beta (I suppose). Quality Assurance~ Employer Only Testing. In-House "Is this 'fun'?" kind of thing. Kind of like Alpha but more complete and functional. - Customer Beta = Early Access (What we see on Steam nowadays). This is what we might be able to play. It might even be as much as a single Chapter. I think Blackguards (On Early Access right now) does this model a la "This is Early Access, right now we only have Chapter 1, we'll release Chapter 2 late November, Chapter 3 early 2014..." etc. etc. don't remember the exact details. These are the 3 states I think. Early Access should be out a couple of months before release, and for all I know could even delay the full release a bit. Why? A) Release Early Access = Lots of more revenue that Obsidian didn't have before B) Can now make more stuff with more money which equals more time C) Better final game for a larger audience (Or so I believe), at least more polished The rather long question/analysis I have is: Planetary Annihilation released their Early Access on Steam with a $80 (or so) pricetag. Will Eternity appear on Steam with a $110 pricetag? Or will Obsidian release a "Kickstarter Backer Early Access" early (only those who pledged during the Kickstarter/possibly the Fulfillment Site?) and then later release an Early Access on Steam with a lower pricetag? Planetary Annihilation was successful in doing this, and was at top of "Most Bought Item" for a while on Steam (even at $80!). Can the same thing be said about Eternity on a $110 price? Psychologically, lots of kids/parents/people-in-general might feel cheated on it "Oh what's this? $110! Must be good!!!" and then later complain about it "It's not finished!!". But $110 is also 3 decimals (1, 1, 0) and $80 is only 2 (8, 0). I am not too knowledgeable about "shopper mentality" but I've read some articles and seen some documentary about it in the past and it does matter. Stuff like "Only $99! Buy!" matters. More people buys stuff when it's $99 compared to $100 for example. The Planetary Annihilation debacle was quieted down pretty quickly though, with the reasonable explanation "Hey! This is what we gave the Backers during the Kickstarter, $80 for Early Access, and we wanted to make sure they didn't feel cheated out of a deal". The Devs were just honest about it, and people like TotalBiscuit helped out and were reasonable about it.
  14. I want a Difficulty Option for the Adventurer's Hall! "Closed for Business!" - Can't recruit ANY members from the Hall (Lose all V.I.P's? Too bad for you! You'll have to do with what you got!) - Can't reinforce the Stronghold OR - Can only recruit a limited number of recruits from the Adventurer's Hall - Costs A LOT to Hire OR - I will learn everything there is to learn about modifying the game and create "Closed for Business" myself as an add-on difficulty node
  15. I mentioned "Time passes" and "Aging" earlier, and I forgot to mention a rather important aspect. Well, 2, now that I think about it. 1. World changes. A king who gets dethroned by his corrupted son. Wars that end and wars that begins. The world "ages". And not in a WoW kind of way. But imagine if you were to play the entire WarCraft campaign in one go in one game (conceptually). Or the entire TES series, start in the Arena timeline and if time passes as it does in the Lore, you could see lots of stuff happening. Villages that appear were there were none before etc. etc. Quests appearing and disappearing. In TES you're only 1 character though and they span over several 100 years if I recall correctly. In games like Eternity you got a full party and could potentially recruit new members. After 40-50 in-game years, a couple of your characters dies of age and then you continue the game with new party members in a world that "evolves". Civilisation-esque-ish. 2. AI bosses and enemies who ages and dies of old age or whatnot (An evil Wizard who never managed to fulfill his plans dies of age, or gets taken down or sent to prison or whatnot). Creates a dynamic sense in a way. The Gods would of course be Eternal. Bandit groups who go through hierarchy or betrayal of some form. If you arrive at Town 2 on Day 10 it could be a different type of experience (shop owners, NPC's, Quests, Guards etc.etc.) compared to if you arrive on Day 206. Depending on who you aid (Factions) it could even further mess with the dynamics. Just some added thoughts to the "Time passing" parameter.
  16. @OP: Here ya go chap http://xpadder.com/ EDIT: I didn't read this thread before posting this btw so pretty much what teknoman2 coincedentally said. Yep. Furthermore, I think a controller with a software like Xpadder would only be "fun" in a solo-character-casual type game mode. Having 6 characters+Controller would get frustrating I believe. But 1 Character and Controller? Maybe.
  17. Uh Osvir, you can't click on video on that page. Sensuki already mentioned it was behind a pay wall in the actual thread about that conference. Oh I didn't know it was behind a pay wall. I know about the link stuff, what I was going for was "Won't it eventually be out?".
  18. Yes it is. It's puzzle pieces, all of the ideas mashed into one large idea becomes one system or formula (at least in my head, and you know, I wrote it). I just like to write the: - - - Bullet-point dealio because it's easier for me to write it out. I'd probably exceed the post limit if I were to type the depth of it down. Bullet-point presentation allows for more interpretation from the reader as well, and if the reader were an Eternity developer they might see or get inspired more rather than potentially be put off by a huge novell. Ideas are like vague "landmarks" obscured by a dim or cloudy horizon. Bullet-points makes it more cloudy, which means that others will see different patterns in the clouds~ metaphor~ @Diamondman/Ironman Save System: Because in the olden times Ironman was only Save & Quit and Load = Delete. But today Ironman has been casualized and is an Auto-Saveman Save System. I simply want the old back, because I personally find it more terrifying and it makes me a better Player. It simulates not having a Save at all except when you quit the game. A simulation of "I finished this game in one go with no saves at all". Why dontcha try it? Start a game of your choice, whatever really. Never save the game until you decide to quit playing, then when you load it, tab out, delete the save and continue playing. See if you play differently when you have an auto-save system behind your back. I'm curious if others experience a different mindset as well. @Adventure Game Obstacles: Correct! That slipped in there as a general idea~ not confined. EDIT: I also want to state that when I wrote this brainstorm list I didn't clean it at all. I just wrote down a lot of stuff, you'll see something like "(Again, Main Character dies)" or similar, I wrote that after I had written the "... and a side-dish option". Notice that the former comes first chronologically in the post. I jumped up and down (scrolled) in the text and added stuff to it. So the post itself might not be a consistent writing, the larger picture is. Take all the ingredients and mash in a bowl and it'd be a creme de la creme execution for hardcore players ;P
  19. It is a homage to an older style type of "gameplay". I am reluctant to say "gameplay" in this regard really, what I am going for is the experience. It is a personal experience though, and it was the excitement of playing Might & Magic 1 with a pen & paper on the side. I wrote down all the spells myself because I didn't want to google it, drew maps and it was a profound experience in my opinion. I also wrote down all the quests. People didn't seem too un-fond of drawing entire maps themselves for old school dungeon crawlers. Legend of Grimrock even has the option for it. But that's for the map, and I am trying to address journal+spell descriptions too. But what I also try to squeeze in here is clue or detective-work from Adventure Games (Myst, Riven, Monkey Island etc. etc. from the top of my head), which people aren't reluctant to use either, in those genres. Find items, talk to people, figure out what to do instead of getting it "handed" to you in a "Updated My Journal" kind of way. The idea is to take that element from Adventure Games and put it on the hardest difficulty. I believe that taking elements from entirely different genres could benefit the Difficulty level, and more importantly, the experience.
  20. These are some brainstormed ideas in reply to another thread, I understand that Eternity is well underway production. See this more as inspiration for future IP's or future Eternity's. I touch a lot of subjects in a single thread here, the idea is consistent and as a whole simply different puzzle pieces to a larger picture. I call it Diamondman Mode (previously known as "HellMetal Mode" or "Strongman Mode", and reluctantly "Old-Meets-New Mode"), which I find appropriate. This is an idea to get the game as difficult, but manageable, as possible. Rogue-like-ish, and in my opinion an interesting system~formula. - Permadeath (With limited ressurrection in-game side-stories, choices or whatnot, until "Ressurrection Spell" mod or "Temple Mod" etc. etc.) - Diamondman Save System. Start Game. Play Game. Can't Save. Save & Quit. Load Save, Save gets Deleted. Play Game. Save & Quit. Etc. etc. Choice: Use Ironman Save System instead if the game is known to crash on your hardware. - Difficult Economy - Difficult-est AI that act in teamwork and AI micro-manage. -- Stand-outs. Your Fighter stands just waiting for the other AI Fighter is waiting for you to make a move, meanwhile the AI Archers or similar move out. Difficult enough for the Player to hit space, scratch their hopeful and potential beard and practically play a Chess turn. Make a move, and the AI reacts. Turn-Based Reactivity but Realtime with Pause. -- Stand-out Example: So I face a group of 3: --- Enemy has 1 Fighter, 1 Ranger, 1 Priest, All Level 5 --- I have 1 Fighter, 1 Rogue, All Level 8 1. Pause. 2. Move Fighter forward. Stealth Rogue. 3. Unpause. 4. Fighter moves forward, Enemy Fighter backs. 5. Ranger moves to the side, in reaction. 6. Priest stays behind Fighter. 7. Pause. Instead, had I chosen to simply stay the initial position, the Enemy Fighter would have (in this case) stood his ground and not advanced until feasible. Chances are that they would advance instantly, as they would only see 1 Fighter (Rogue Stealthed), 3 vs 1. But because you Stealthed when combat was engaged, the AI would know that the Rogue is there (they just wouldn't be able to see it). So the AI Fighter would still stand his ground, and the Ranger might even stick closer to the Fighter. - Everything above about "Stand-Outs": AI Reactivity to the situation, from their perspective. Tactical Statistic Management (Health, Stamina, [Food & Water?]) - Resting limited to once every 16th in-game hour, Sleep less and your Stamina suffers ([stamina Sickness]) -- 1. Wilderness Resting (World Map). Worst Stamina Gain. No Resting Bonus+Potential Random Encounters -- 2. Camp Resting (Locations). Camp Bonus. Costs resources to light a fire. -- 3. Inn Resting (Towns). Inn Bonus. -- 4. Stronghold Resting (Stronghold). Best Stamina Gain. Stronghold Bonus. - Limited Carrying Capacity - Weight Modifying Stats - Time Passes on your Characters (Aging) and can eventually die of old age (Again, Main Character Dies, game goes on. Adventurer's Hall Companions 100% in attempts to beat the game). - Adventurer's Hall Companions cost money, a lot of it. Leaves if not economically maintained. - Option to turn Adventurer's Hall "Off" entirely. Closed for Business. - No Descriptions. Spells or Abilities have no description, the Player would have to do the Spell/Ability, observe it/the effects and then explain it. - No Map/Minimap equivalent (Draw your own in "Paint" software or with physical Pen & Paper) - No "Updated My Journal". Write everything yourself using an In-Game Journal/Notepad. Write down what NPC's talk about, Quests, objects and observations. Whatever. A game diary/experience. Stamina Example: -- Stamina is 100%, as you fights and wander and time passes, you gradually get lower (say, 80%). -- At 80% you are still at full capacity and gains all "bonuses" from Resting. -- At 60% you choose to drink a glass of water or, heck, eat something. Stamina raises to 70%. -- After a while, you hit 25% or less, and you start to see some minor penalties (Been awake too long? Fought too many battles and made bad moves? Remember: If you lose 75% after Resting in an 1 in-game hour, you wouldn't be able to Rest again) -- At 0% in battle, you would obviously pass out and make a better target [Fainted] -- After battle, gain 10% Stamina to survive with for a while. -- "Waiting" or "Meditating" or maybe even "Gathering Energy" could place one of your characters inactive during combat to tick some extra +1% Stamina Points. Let's call it [short Rest]. Basically the character taking a breather. Again, maybe drinks some water. Life Points instead of Health Points: -- Starting with 10/10. -- As you level up, you gain more (13/13 for instance). If you'd lose 1 LP, down at 9/10, gain a level, you'd be at 12/13. -- Life Points can not be healed. A One-Time-Choice Quest perhaps, "Do I want to Heal all LP or do I want to ressurect a fallen companion?" kind of thing. -- A Life Point is something you can lose in a simple mistake in battle. -- A Life Point would also be lost due to [Aging] -- A game could be played without losing a single Life Point if playing through the game fast enough, but it'd be a challenge to do so for sure. ... and a side-dish option - Game does not end when Main Character dies (Only when the full party dies. In a way, like X-COM missions, you can lose 3 guys but still win with 1 guy. I envision a game (not necessarily PE, but maybe inspiration~). The same goes for Icewind Dale, if one of your characters dies (and you are playing without ressurect) you can still beat the game. Why? Because I believe my [Diamondman] concept is so difficult that your main character could and 70%-80% chance of going down (unless playing really slow, resourceful and thoughtful). And World Map Traveling: - Costs Stamina - Realms of Arcania/Fallout/Ultima+Baldur's Gate Traveling System. -- Be a small (scaled to size of the world, or Fallout Incognito wise) "Ultima"-esque figure/icon on a large beautiful canvas. -- Get a horse, add an appropriate icon. Travels faster, in case there are "Events" in the world that you can intercept. -- Xenonauts Radar Concept, but mobile as the party moves. See a Caravan Icon nearby? Intercept or ignore it, potentially even see some Bandit Icons take over the Caravan. Gives the Player Choice "Do I want to engage in this Random Event now or do I want to observe what happens?". -- Can Rest in the Wilds (or "Wait") - Adventure Game Obstacles: "You need the Monocle of Mirrors to open the 'Gate'" And of course, the most important aspect: - Random Hellfire and Reign of Chaos meteors with demons. TL;DR: Braaaaiiinsssstorm
  21. What about a hard-placed/random (singular) Bear with hard-placed loot such as armor? "Yucky Armor" or, in the case of a Wolf, "Shredded Boot". If you take it to a Blacksmith who then can do some maintanence you'd get some rare or semi-rare equipment which in turn could lead to some drama "That's my son's Armor!" if you wear it whilst running around in towns. See, it can make sense when more context and content has been added to it. Hard-placed loot per-monster/race/class/status? (All Bandits drop Leather Armor for instance) A rat would not drop leather armor, and would probably be considered a bug if it did.
  22. Haha, they should do a Champion Sp...! Errr... I mean "Class" Spotlight ;P NO! I am not suggesting it, just joking around (How would that even work for a Single Player game?). I never considered this, but Christmas is coming up soon. I do wonder what sort of updates are going to pour in. I also hope the Backer site gets up before or short after the 25th of Nov so I can upgrade my Slacker Backer contribution somehow. If they make a gameplay video I'd actually prefer if they do not talk too much about the Classes, but merely showcase pacing. Kind of how Bioware showcased Dragon Age: Inquisition (the one with the screamy girl) I suppose (they didn't talk much about the classes, if any at all, just very very slightly. It was mostly mechanics that stood out, such as the hook, dodge roll, smashing doors/objects down and tactical camera that got emphasized in my opinion. The classes themselves were not talked too much about). I think this was a good way to showcase the game, it's minor flirting with some minor reveals and elements from the game. Let me explore and experience the classes myself, being a Single Player game and all. Heck, Obsidian could even make a gameplay video without even saying any Class name at all, that could also create discussion and speculation "Which Class was that?? :O" or "Can a Chanter semi-tank!? :O" etc. etc.
  23. I'd like to see a sort of Fallout-esque world map traveling system, where you are just a simple "Rogue"-dot (or pixel, like in the Rogue game and in the Fallout games too). Explore the world! Every click is a destination! In Baldur's Gate, IWD, Dragon Age, every location is a "Set", a "Level" kind of like the old Doom games did it. You go from one map to another (except in the RPG's it's a little bit non-linear but still linear). In Fallout you have the richness of going anywhere, even if it doesn't do anything or trigger a random encounter, you can still do it. I can envision it being "slightly" up-hotted, with a horse model (instead of a pixel) when traveling by horse. Or when you are traveling by boat etc. etc. It would be awesome if we could simply gaze and traverse the world of Eternity without big pictures (like IWD & BG) and go wherever we want (within the boundaries). Perhaps even have an On and Off switch that removes the pictures, just for appreciation of the art, lore & the world building regardless. And of course switch it on to appreciate the pictures too, of course. I guess I envision it like a Final Fantasy worldmap but Fallout freedom with some Zelda/Alundra-inspired adventure game obstacles "You must have the Desert Boots to pass through this land" kind of deal-io. In Tales of Destiny there is an instance where you have to pass through snowy lands and it is optimal to equip scarfs (otherwise you take damage over time constantly in the area). You can still pass through the land without the Scarf item, it just gets a lil bit more difficult. Maybe even see some encounters and mobs on the world map traveling from point A to B. Maybe you can see a trading caravan traveling as well near your location, and you chose to not engage in it, and you see some simplified version of bandits attacking it and ruining it. To add in some Ultima-esque world-traveling. I realize I've combined like 4-5 different games in this thread of what I'd like to see in a world traveling system
  24. Unfortunately, no. Swapping sections of the rendered 2D image is trickier than it may seem. But maing variations of the image would not be? For instance: 1 original image (which you showcase) 1 image where everything is the same except a single building (basically a copy+paste picture wherein one building has been modified) Of course, time better spent elsewhere really but I couldn't help but to propose it at the very least. Another method would be to treat buildings like props, similar to how you treat foliage like props, but I bet you already have thrown that idea around and didn't choose to pick it because it is potentially extra work? (hypotethical analysis) Post-Post EDIT: Of course, these ideas are a little bit late into production but I just wanted to throw it out here EDIT EDIT: And then... *floats off into dream land* ... make walls into props, floor, many layers of props and textures and then and then.... mapmaker toolset <3
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