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Liturgist
Is it too late to ask for dialogue trail?Vault Dweller said:The message window could be unlocked but it's kinda useless at this point as nothing would be reflected there during a dialogue session.
Is it too late to ask for dialogue trail?Vault Dweller said:The message window could be unlocked but it's kinda useless at this point as nothing would be reflected there during a dialogue session.
Vault Dweller said:No. Do many people review those?
I do. It'd be a useful feature for me, especially if the dialogue is complicated and well-written. Not essential, though.Vault Dweller said:No. Do many people review those?
Hope you'll drop by every now and then, your criticism and suggestions were helpful, as you can see.Ismaul said:Hey. I'm no longer here often because I moved and no longer have internet access, but anyways.
Sure.What about making this interface greyscale/desaturated instead of greyed-out?
Certainly.Oh, and by the way, is there a way to scroll through the messages? That would be very useful.
Definitely try to get more screens up, VD. As it is now, I like it a lot. To me, dialogue MAKES a game (which is why sometimes, when I'm bored, I boot up Zork) and the choices you have so far are fantastic. I like how you can even bring your Critical Strike skill into play!Lancaster said:Post more dialog screens, VD!
Sure, I'll post something later on today. I'm at work now, but I'll ask one of the guys to email me a few sequential shots.Rulion said:Definitely try to get more screens up, VD.Lancaster said:Post more dialog screens, VD!
ThanksAs it is now, I like it a lot.
All stats & skills are used in dialogues. For example, when you intimidate someone, you can use either persuasion to threaten with words or [weapon skill] to threaten with skills without saying anything.I like how you can even bring your Critical Strike skill into play!
I was disappointed too, but there are a lot of things we can do with 3D. The animations alone are worth the troubles.I will say that I'm a little disappointed you guys decided to stick with 3D, though.
Can you be more specific here? What would you improve?I really loved the way your 2D guards looked, as iit had a rustic charm to it. ... I'd like it if you guys tried to make the characters look more...realistic. They look a little cartoony right now, which is a big jump from your serious-looking 2D screens.
I doubt that the 2D characters would have looked that good if they were that size (5X). If the 3D model is reduced to 1/4 or 1/5 of the size shown (normal size for an isometric game), then eyes, mouth, and even skin, considering the armor, won't be visible. So, what are we talking about then?Human Shield said:The skin and face textures are poor, that is what makes them look like cartoons, instead of the good comic-book Fallout look like your 2D screens had.
Eyes and mouth look bad. Skins looks like plastic. Like paint on a lego piece.
Well, we can play with the faces.Put artistic style in the world. Have their eyes be shadowed in, put textures on their hands.
Dunno. It's not fixed now, although we can do it later. I'd prefer not to lock it though.NeutralMilkHotel said:Is the camera going to be in a fixed position (at least in zoom, not rotation)?
A town screen would be posted in 2-3 weeks.Personally, I'm more itching to see what you've come up with in terms of a city (or that 2D tavern pic location) where it should be more heavily populated than the 3D shot of some guys in a small forest.
All weapons have been modelled separately. They look great in combat, and some animations like throwing a sword look great. The color will be fixed, we are working on better textures for the 4 metal groups.edit: Also, the Axe is a sprite right? Does that look weird at all in combat? Also, the sprite looks like it might be a little too blue, maybe it should be a more silverish tint (though, I'm not much of an expert on weapons and color, so forgive my ignorance if it's that)?
I was away for a week, so I couldn't comment earlier. Thanks for the interest and suggestions though.Fryjar said:I have a few suggestions for you...
It's unlikely that we'll change anything, but we'll take another look. As for what fits and what doesn't, we wanted something that looks like papyrus. Fits the period.1. I dont really like the background colour of the chat screen.In my opinion the "darker" brown which was used in P:Ts dialogues would be more fitting.
I don't mind replacing the font with something better, but I don't think that Corsiva is the one. Perhaps, Arial?2. The characters names and their "speech" itself arent different enough and its a little bit hard to distinguish both of them at the first glance.Thus Id suggest to additionally alter their font.Personally I think that the "Monotype Corsiva" font in Word would look great for names and it would furthermore enhance the style of the game.
True dat. However, we put a lot of thoughts in the interface and colors, and in my opinion, it works.To put it simply: It really enhances the "joy" that you have when you stay in them and read texts since it contributes to the immersion and atmosphere of your game world when the backgrounds and texts fit to it.
When creating realistic dark games, it's very important to create content that's actually realistic and dark. Darker colors can create some mood, but they don't make a game. Similarly, lighter colors don't break it.3. When creating a realistic dark and gritty game world its very important to rely on darker colours instead of bright ones so keep that in mind when creating the game world.
We have many different helmets. For all tastes and preferences, I hope.Besides modelwise the models could use a different helmet. They should look straiter and rely more on an "edgy and spiky" design than on a round when.
Designwise I thought about sth. like that:
http://www.mtve.com/common/picture.php? ... ageId=1131
Who gives a damn how it's darkened? No, really?Kamaz said:Maybe it was suggested eralier, but I think that lower GUI part which is "inactive", should be alpha-darkened. I mean, you should use alpha for darkening it not grid. Grid was nice solution in 2D era, considering you stick with 3D API (Torque is 3D and I gather its OpenGL), it would be rather stupid not to use its potential. Alpha blending on 3d cards is much faster now.
And what a wonderful plan that is!Vault Dweller said:We are planning to post some screens by the end of the week.