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Found 2 results

  1. I was just reading a thread about adding a replay functionality to the game and it made me think about future proofing. The devs have said that multiplayer will not be included in Project: Eternity, but we all know that the Unity engine already includes all the necessary code for it. Modding support is also up in the air. So why not future proof the game by designing every feature/change with future network functionality and modding in mind? Since the devs will be learning the Unity engine from scratch anyway, why not do it right the first time? So that's the first thought. Next, I remembered that Valve recently modified their replay file format for Dota 2. Instead of whatever method they used previously in the Source engine for making demos, they now encode all RPC, etc. in a protobuf file. The good thing about Protocol Buffers, as Google themselves say, is that it's as extensible as it is efficient. Now, I'm no specialist, but I would think that this would make version proofing saved games (and replays, if implemented) much easier. And version proofing is a big part of future proofing. It's also a big part of modding support. So what do you think? edit: link to the replay thread.
  2. Replay that last battle... WITHOUT pauses. When we all played these kinds of games, half the fun was planing and excecuting an amazing fight sequence where you mowed down your competition and (hopefully) none of your party members died. How did you do this? Lets put it this way... Pause, attack, unpause, pause, attack, unpause, PAUSE, health potion...; rinse and repeat. This crazy task of stopping time to give orders could take on the order of tens of minutes to orchestrate. when in actuall game time it was maybe a minute or so of fighting. Since this is the begining of a new project, I would like to request a small feature to the game. I would like the ability to replay the last minute or so of actual battle to watch the level of incredible badassery i just unleashed upon those bad guys. Just a small request. Thanks, Nick
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