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Age of Decadence
Posted 02 June 2006 - 09:10 AM
Posted 05 July 2006 - 12:33 PM
Since dialogues and dialogue-based ways to solve quests play a large role, there are plenty of NPCs to talk to and use your skills on. NPCs provide information, give quests, help with quests, send assassins after you, try to manipulate you, could be manipulated by you, and do other fun stuff. They also show how reactive the world is, and how your actions affect it. You won't have to imagine the consequences of your actions, or even be told about them. You will see what happened to people you've met, helped, acted against, allied with or betrayed as you play the game.
Posted 05 July 2006 - 01:25 PM
I think one promising sign is that the number of classes and skills are not very large (7 and 23, respectively). Many small-time games try to encapsulate a huge variety of gameplay options to satisfy the Fan's Lament of streamlining and dumbing down - but it looks like these guys have realised the difficulty of trying to achieve that in an indie game, and picked their way through.
Not too sure I'm attracted by the heavily Roman-influenced setting (Weimer & Co's Byzantine setting seems more interesting), but I suppose they wanted the postapocalyptic element in there too. Looks good to put on a long-term watch.
Posted 05 July 2006 - 01:29 PM
Posted 05 July 2006 - 01:32 PM
Posted 05 July 2006 - 01:42 PM
Posted 05 July 2006 - 01:45 PM
Edited by karka, 05 July 2006 - 01:46 PM.
Posted 05 July 2006 - 01:49 PM
Posted 05 July 2006 - 10:01 PM
Posted 05 July 2006 - 11:46 PM
Posted 06 July 2006 - 12:11 AM
You discover something new about yourself every day..
Posted 06 July 2006 - 12:24 AM
Posted 06 July 2006 - 01:02 AM
Posted 06 July 2006 - 01:05 AM
Posted 06 July 2006 - 01:14 AM
Posted 06 July 2006 - 03:12 AM
Posted 06 July 2006 - 03:40 AM
I wonder how hard it would be to implement lightmaps on those textures? I mean, the thing that disturbs me the most about the graphics (which aren't really that bad) is that everything but characters lack shadowing and lighting. It wouldn't have to be realtime, just pre-calculated lights and shadows.
All you actually need to do is to open the scene in 3ds MAX, set a few lights then open the UV texture editor and use "render to texture" and it will make you a new texture file with the shadows and lights added to the texture You can even just go with the default lighting. It can be done in 2 minutes. With this technique, you dont need a separate lightmap to add on top of your basic texture.
But that wont work if you use the same 512x512pixel PNG picture of a wood wall to texture all the wood walls, every object needs its own separate texture
Posted 06 July 2006 - 05:20 AM
although maybe its the guys making the game that I should send this to.
Posted 06 July 2006 - 05:46 AM
Posted 06 July 2006 - 06:22 AM
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