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Falkon Swiftblade

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Everything posted by Falkon Swiftblade

  1. All these armors are great, but honestly I'd never want to fight in them. It would be so awkward and clumsy with the bulkiness of them. I've worn chain mail in real life, and it's pretty cumbersome, especially when momentum catches you and you're trying to change direction quickly. I guess maybe they like to feel tanky though. I'm more of a finesse type of guy. The armors were certainly pretty. I wonder if the PE team could take inspiration from the designs listed in this thread, but make them more usable. Kind of like driving a Model T car from 1924, versus any modern car. An example would be the 2001 Morgan Aero 8 below, that looks like something from many years ago, but they jazzed it up for today. Lets do something sexy with these ancient armors that make them relevant and give mobility.
  2. i like the new chat ui, but just as a request for the developers, can you allow the game to be modded so we can swap out portraits with animated Gifs for portraits? I want my portrait character to blink and I know how to animate it, but I don't know how to mod it in.
  3. Hey Chippy, just curious what is the difference in Measurable and Timebound in your acronym you use? Do you ever feel like you might be holding yourself back by keeping everything so structured? For example, when I was in college I was on a financial scholarship, and it was my impression that if I ever dropped below a 3.5 I would lose my scholarship. So I kept that in the back of my mind I had to make a 3.5 GPA. I never even thought what the possibility of me getting anything less. However I never considered myself getting anything more. Well at the end of the semester I ended up getting exactly a 3.5 GPA, even though I couldn't exactly create an environment to make that happen. I just did the best I could. Then I had an epiphany, I thought maybe I could get a 4.0 next time. I didn't really change anything from how I worked before. I just knew I wanted a 4.0 GPA. I managed to get it for the next 2 semesters in spite of having more challenging classes. I agree your goals should be specific, and to some degree measurable, but as far as achievable and realistic it might limit your potential. I remember one time I normally had two or three art pieces to create over a month, and I had to create minimum of 15 for this project. I was scared to death at first, but I just pushed myself more than I ever did before, and at the end of the month I had 19 pieces to show. Once I did that, I knew I could do anything. All that to say I think creating a structured environment to limit distractions can be an excellent method to help people, and prevent feature creeping on a project. However the stronger the base, the more you can expound upon if you decide to create a sequel or supporting merchandise, such as in PE case, they could make comics, books, board games, etc.
  4. I suspect to someone like Josh, this is more of a lifestyle than a task he's trying to finish. I'm naturally curious, and as a kid I was always interested in inventing stuff. So research has been a part of my life from as far back as I can remember. In the example I eluded to above, my project was stuff that built upon a foundation and grew over time. It would be similar to how George Lucas created Star Wars even though he started with a general idea, but was heavily influenced by Buddhism and Joseph Campbell.
  5. He's on point, this was all good advice for pretty much any type of designer role. I've been researching content for 7 years on my current project and it's certainly made it much better.
  6. I wish I could remember the name of the place my dad took me when I was like 8 years old. They had real alligators inside the restaurant, and you could pay to wrestle them or even order alligator steaks. It was stupid expensive, but I just remember seeing these guys in a muddy pen jumping on top of this alligator and I was asking my dad why is he doing that? And also I was wondering in my head why are people just chilling out and laughing having a good time when theres a frikken crock in the middle of the restaurant? I think that place shut down years ago, but it was a cool experience!
  7. I can see this being good in Mass Effect (closeups on you a lot of times in a lot of conversations) or The Old Republic (since those art developers turn out the ****tiests of helemets, I'm not sure there's a good one besides Revan/Nihilus, which aren't even theirs) I don't really see any added value for a IE-type game. I never played the BGs and ever thought 'I wish I could remove the helmet from my character', and I doubt I will for PE if they provide some nice looking headgear. The reason I was asking was because I would like to adventure in not so bulky armor, and if we had the option I would like to see the clothes more than the same armor type on 3-4 hero's. My worry is all my characters being forced to wear the same gear and look the same which is not fun.
  8. Not to be difficult, but would it be a lot of extra work to make at least one character left handed? I think honestly in 30 years of gaming the only left handed character I've ever played as was Link back on the Snes. I really would prefer to choose either or, or dual wielding if applicable, but I just wondered why there was never the option in games.
  9. the issue isn't mouse use, it's keyboard use. hence why fps are so much harder to play. These games are probably the easiest to play for me next to adventure games. And AwesomeOcelot I understand, but nothing 3d will make their jobs take longer than it already would for the pc version. I kind of would like to see a test how long it takes to create something on the PS4 first, then make a PC version. I suspect the pc version would take longer because you have to factor in a thousand different video cards and operating systems, etc for compatibility.
  10. Aha, I still didn't get to see this on a normal screen size, but I can double click on my phone to zoom. I think the details of the hero's are sufficient, and if the teams not using zbrush new patch, they should cause its awesome for retaining details for low poly models. The issue with the shadows seems to be they're backwards. The darkest part would be by their feet, while the head would be the lightest. Or the shadow would be darkest at the area closest to the wall or ground, etc. I do a lot of compositing and I also like to matte paint so I pick up on those things right away. I think over all its pretty solid work though.
  11. Looks exactly like I was anticipating at the kickstarter. I can't give honest feedback cause I'm looking at this on my phone, but if I had constructive feedback, it would be the player characters seem to blend in with the environment and if possible I'd like the option of adding saturation to brighten the colors of the armor or clothes to help them stand out against their environment. Also if possible, can we adjust our heros so they can be slightly taller or chubby? I don't want all my humans looking the same, with different hair cuts. It doesn't have to be a lot, just enough to add some variety. Ps how are capes and robes looking so far? Also, can we have an option of hiding equiped items like the helm? Similarly can ya guys try to give unarmed characters interestng clothes to wear. I'd like to have at least one monk that gets cool clothy clothes that flow in the wind. ;-)
  12. What game are you talking about? Not Project Eternity. Not surprising considering EE was designed for touchscreens. Project Eternity isn't. Surely you've seen the video with Josh, everything was in 2d. Each version of bgee was created for its own platform. The man reason I would like to have the option to come to next gen is I'm recovering from a stroke, and have really limited dexterity in my hand, so its a usability issue. Luckily these types of games are way easier to play than a fps.
  13. Don't forget Blizzard was working on unfnished hardware and software. Now that everything is finished it probably will be even faster and more optimized. Another thing is you're comparing apples and oranges. Most of this game is 2d pictures with some data base stuff. The 3d is primarily camera trickery moving the 2d animations in z space. Its not that hard to do. The stuff that's harder is balancing the game, not so much creating the ui. Another game that plays well using only the small trackpad on my mac is Baldurs Gate EE. I don't really use my keyboard much at all. I foresee this to be pretty similar in that aspect, and from what I've seen the ps4 touchpad is bigger than my laptop.
  14. The new touchpad is a nice solution. Depending on how good the touchpad is you could actually make a halfway decent port. Touchpad for inventory control and movement/attack confirmation. Left stick for fast scrolling, right for fine scrolling. Buttons for menus. Vertical d-pad for individual character selection outside of menus, horizontal d-pad to select/deselect entire party. Shoulder buttons to flip through abilities, with one on each trigger. PC would still very much be better though. Using the analog controller as a replacement for a mouse? I don't think that will work well. Are there any examples of a good PC->Console port that does this? I don't think there is any need to do a console port if it isn't as good as the PC version. I think main reason games are made multiplatform is to increase the audience, this is not necessary for Project Eternity because there are no publisher trying to squeeze as much money as possible from the game. I felt like Kingdoms of Amalur Reckoning handled the use of mouse and keyboard and controller very well, and felt like the controller made it even better.
  15. Well Unity announced in March it was going to support PS4, and it's currently in beta from one source I've heard from. However I think it's not officially supported because the final dev kit for PS4 only came out last month and Sony is sending out kits to random studios kinda first come first serve basis. Some studios are getting the kits for free on loan right now. And like I said, every article I've read from indie to triple A studio using the kit has ported their game in weeks – a few months tops. It's not like it used to be when it took 12–18 months to port something over. Unity speeds up that process even more since it's a middleware utility. It should be very doable by this time next year. Shoot Blizzard even redid Diablo 3 ui for PS4 in only a few months, and they really like the controller. I'm not sure if or how they're using the touch pad, but really the main use of the mouse now is to select your party and click a spot, why would you need a giant mouse pad to do so for this game? I've played many games that use right analog as a mouse with no issues as well. I'm not trying to be argumentative, but at least in my mind I think it would be very doable. I've even read the Ps4 controller will work on PC's.
  16. I believe it was during the kickstarter the devs specified this game would only be coming to the pc. During the first glimpse inside the game Josh Sawyer said it was running on a very average run of the mill pc. I've been following development for next gen games for the past few months and its pretty interesting to read several indie devs have stated it only took them 2-8 weeks to port their game to the ps4 from pc. With larger AAA teams averaging 2-3 months. Seeing as how the ps4 is a fixed architecture that has been called a high end pc by members of Ubisoft and other top developers, not to mention the built in touch pad on the controller, the fact that Unity and most if not all additional middleware tools are also supported, and the dev kits are only a tenth of the cost of last gen it sounds like a winner. Not to mention the devs have the ability to self publish in just about any way they want, it only makes sense to me they should plan for it now for an easy transition.
  17. What the heck, how am I older than you haha, have a great day Adam :-D
  18. Nice update :-D my fav parts how companions work with you and assist you. Have you played Demonstone from atari? They had a fun feature that your party of 3 periodically earned enough points that enabled you to do a special attack. There was 3 levels of the attack depending on if one person attacked up to all three doing a coupe de grace (or however ya say it). I've always liked the idea of collaborative attacks, like crossing the streams in Ghostbusters. Please have stuff like that kind of intetaction with the companions!
  19. Next week might be ranger and chanteter class update, but we should be seeing verticle slice super soon. They've been working on that for a couple of months now. If not, i'd like an update on enemy ai if possible.
  20. I'm also curious about the character portraits, although I kind of want them to be represented by how we create our hero's. I think the old IE portraits were mostly cool because our hero's were so small on screen you could of looked like a woman elf and mistaken them as a male human. Now a days they can make much more realistic depiction's of the model and scale them almost any size. So I'd prefer a robust selection of character faces similar to Eve or Skyrim if possible over the portraits, or if we're gonna have portraits, maybe they can animate them so the characters blink like they do on this site. You can't tell because this site was created several years ago and it's changed now, but the characters were all created in Photoshop and they animated them blinking which was cool.
  21. That's a little silly, the 120Hz vs say a 60Hz now won't impact a game like this. That would be great for action games. In TV's its great for Football or Basketball where there's a lot of action back and forth, but these types of games are not built that way espescially with an isometric camera so you'd be wasting money buying a screen like that if you aren't going to see the impact. Now if it's a high Res Monitor at 4k then 120 Hz makes sense because it's a much larger data stream to display.
  22. Polina, do you guys have texture artists separate from 2d and concept artists? I heard Rob mention you guys were experimenting with Knald, are you guys planning on using it for the game? If so how would you use it in your pipeline? The only examples I've seen shown are really nice textures for rocks, and a couple things that made me think it might work well in your artwork when you do paint overs of grounds or floors to give more texture and add a lot of depth to the 2d images. Also I don't know if you are the one to ask, but it's confusing to see some updates when Hector is building 3d spaces and then the images we're shown are 2d with paint overs. Do you paint the concepts first, then he builds it, and then you paint over it again after the models been converted to a 2d image? Maybe something like that work flow you could elaborate on. I've heard you guys are creating a big bestiary of baddies and I was hoping if you have any say so, if you could try to create a mixture of body types of big hulking things, and maybe smaller faster guys that work synergistically to mix up the battles? I hope the battles in PE won't just be party's of only skeletons in one fight, spiders in another, etc. but rather having a mixture of creatures with a hierarchy of dominance to the encounters. Maybe similar to how Kingdoms of Amalur had fast attacking wolves and big brute guys in the same fight. I understand some limitations you guys may have, but I would much rather have mixed encounters like that than only fighting groups of one type of creature. If you have to use 6 types of spiders can ya really try to make them unique looking and not just same spider with a red belly or a green belly to distinguish them? I know dev's do that to save time, but I'd rather fewer interesting creatures that are unique and intelligent, than 25 of the same thing and different colors. Maybe you can create a cultural hierarchy for rank amongst the creatures, like maybe Kobalds show ranks by wearing fangs on their bodys as jewelry. The bigger the fang they wear the more important they are for example. Keep up the good work!
  23. What kind of shenanigans is this? How do you have interview wih a super talented artist and not share any of her work :'( Can you say what software you guys are using? When you do the dev commentary for the game can ya talk in detail how you concepted some assets? Thanks for the update :-D
  24. You won't have 6 people to care about until 2/3 (?) into the game. Hav fun beautifying your dollhouse stronghold instead Actually, the devs have mentioned there will be many places to recruit companions, and one of the stretch goals was to have a travelers hall to build your whole party from scratch. So it's quite possible you start the game with a full party like you did in the IWD games, and that could lead to tedium.
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