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Sarex

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Everything posted by Sarex

  1. Point taken. If the combat fails again, it's going to be agony. I too prefer RTwP, but am not against a good TB game.
  2. But combat was atrocious in Torment, so it's not really adding or taking anything away from the game. That being said I don't have the slightest interest in the game they are making.
  3. In my latest play through I improved the hell out of it. Once I edited out the mistake of it being 1d10 instead of 1d12 I went on setting the magic resist to be +50%, instead of set to 50%. With the rest of the item my paladin was 100% magic immune, what is funny though is that sometimes the spells would still penetrate. I really hope PoE will have a holy avenger type of sword for the Paladins.
  4. I am really hopping for another IWD game or something to that effect. IWD2 remains my favorite game to this day, the gameplay and setting remain the culmination of the IE games to this day. The soundtrack was epic too.
  5. But I still don't think pirates deserve the punishment/time they get, that makes it obvious how much influence Hollywood has over the government, so they get 0 sympathy from me.
  6. That didn't stop you from 100% agreeing before.
  7. This interview is gonna backfire on him so bad if the game underperforms. But it's nice that he is so confident in what he is making.
  8. To be honest I forgot about that claim.
  9. http://books.google.rs/books?id=i9JJAgAAQBAJ&pg=PA91&lpg=PA91&dq=does+unity+4+feature+real-time+lighting&source=bl&ots=xPhmDv5Zeu&sig=IK2UjtU8wsTLh8wMnJhV9jMYnzY&hl=en&sa=X&ei=yW01U5yZO-n-ygO6_4GIDA&redir_esc=y#v=onepage&q=does%20unity%204%20feature%20real-time%20lighting&f=false Pretty sure it says real-time lighting. I am not downplaying Obsidian's work, I am only saying that PoE is not a big budget game and that there is nothing in it that would justify a big budget. Also while I may have downplayed the work, you are definitely exaggerating it. No, I am not saying it is easy, I am saying that it is easier. There is not that much animation in this game if we compare it to 3d games today. So what? We weren't talking about Obsidian. We were talking about games being harder to make 15 years ago(specifically about the budget for BG). They(Bioware) had to make IE and then remake it afterwards for the IE games we know today. Obsidian hasn't, in any update so far, told us that it was struggling to make Unity do what they want, in fact all I heard from them is praise for it. You are making up tangents to the story in which I haven't participated. If they had infinite computers on their network, they could install infinite copies. The admin computer would hold x number licenses and they could work on the x number of computers at the same time. X being the number of seats they payed for. I am not claiming they need less then they have now, I am claiming that making games is easier today then it was 15 years ago, I am claiming that they have enough money and that there is no reason to worry about it. You are somehow imagining that I am trying to belittle the work Obsidian is doing, which is far from true. The whole point was that it is easier for them to make the game now with the superior tools they have.
  10. Didn't Bosnia vote no too?
  11. Yeah I don't know if there will be enough colors to make it work. Joking aside, the endings in ME3 could have worked, if they had more effort put in to them. Story wise they were 3 very different endings, animation/video wise not so much.
  12. If you read what I wrote you will see that I did in fact say exactly that. As for the lighting, I described how it is done, no magic mentioned. lol
  13. Come on, have a heart, that last part was funny.
  14. That is what I have been trying to tell him, the software is not that expensive when you consider the budget. Also this is purely hypothetical, but aren't those animators and programers working on more then one game? In that case the cost of software splits even more.
  15. Easy=/=easier Those are all PC and then I don't understand what you meant by none of them is next gen.
  16. Where did I say it was easy to create a game? I only said that it's easier that it was 15 years ago on the infinity engine. Platforms? I thought it was just PC.
  17. Multiplayer does not equal singleplayer.
  18. Ah then you're in for a treat...or not. The opinions are polar opposite on this one. Personally I'm waiting for part 4 before I make any judgements.
  19. Did you watch Rebuild of Evangelion?
  20. https://www.youtube.com/watch?v=LO2Rx8YlSWY&noredirect=1#t=714 Pretty good.
  21. I recently finished Ready Player One by Ernest Cline. While the beginning is a little slow it picks up pretty fast. Also if you haven't read this. http://filer.case.edu/dts8/thelastq.htm
  22. The Ice Golems in IWD2 were a nightmare for me the first time around. I dreaded seeing them.
  23. Am I the only one who didn't die in the beginning of BG1 or find it that difficult.
  24. Ok, so it's done in real time, but setting it up is the same. You select the source, type and if it's not static, axis movement, the engine does the rest. You are making it out to more complex then it really is. I was really talking about the amount of animation. PoE is on the low spectrum of quantity of animation in games. Yes but Obsidian didn't make Unity, that is the difference. They are using a made engine which comes with it's own support I would guess. They aren't inventing anything new. So if we were going to compare it I would say that it's even easier then it was in Infinity Engine. Did I not say that it was annual. I just did a little digging, depending on how many animators they have, they are probably using a network license. Meaning they can install infinite amount of copies in the network and depending on how many seats they bought they can use X (number of) computers at the same time. So it's not really just number of computers x annual price = cost. And considering their budget is over 4 million the software is not that large a part of it. The term next-gen is a marketing gimmick. What you are talking about is not called next gen, it's simply advancement in technology, it happens in increments. You can't go and say "well this and this feature in game development is last generation". While it may be "next gen" to the old IE games, it is not "next gen" to the current games that are out there. I don't understand why you are so adamant about this, those "next gen" tools you are harping on about are going to be such a small part of the game and they are there just to add some flavor to the Isometric style.
  25. What other lighting is there? While I may not animate for games, I do it for models of building/houses. The only difference is that while they use use autodesk's softimage I use autocad then transfer to 3dsmax, lighting is pretty much the same in both. Basically you set the source hit render and the program calculates obstacles and reflections. Now that I think about it lighting is probably done in engine, but from a few google searches I can see that it's pretty much the same, set source and type and you are done. Well nothing is simple to those who don't know how to do it(me included). But compare the amount of animation that you need in PoE and the amount you need in GTA5, then yeah it's simple. They aren't really doing anything new. They are only adding to the old. That is why I said company license, which as far as I know isn't per PC. Even if it was, those are essential tools that they had even before PoE. You said "next gen", that means making a game which has new tech which will utilize newest hardware. I think everyone knows that PoE won't be that. As I said I have no idea were you got it that PoE is going to be pushing the envelope for game tech.
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