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Game News AoD Gameplay Video - Carrinas Assassination

denizsi

Arcane
Joined
Nov 24, 2005
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9,927
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bosphorus
Yes, the music is utter shit. Heed our words, VD. At the very least don't use it in videos any more, it hurts the game Just can that piece of shit.
 

thesheeep

Arcane
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Well, almost everything looks good so far.

Only two more or less disturbing things I noticed:

One is that the combat music - IF it is the combat - will go on people's nerves after a while. The music itself is nice, but far too much "in your face!" to be enjoyable for a longer period of time.

The other thing is that the squares on the ground when controlling your character seem almost completely unfitting. The color scheme is good, but they look like from some random sci-fi game.
Either give them a better, more fitting (more medieval/magical/whatever) texture or replace them with "empty" textures that simply have a shader that colors everything below it.

Other than that... hooray!
 

Begriffenfeldt

Educated
Joined
Dec 13, 2009
Messages
783
Location
Uranus
Combat music should only be available in hardcore mode.

OR you could just make a toggle. Shouldn't be more than 2-6 lines of code depending on how big your cock is.
 

Murk

Arcane
Joined
Jan 17, 2008
Messages
13,459
circ said:
No retard. If you stab a person repeatedly in the stomach region, there is going to be a shit load of blood. I barely saw droplets fly off.

Wait, you are serious? Jesus man, the amount of blood showing is of so little importance to me. It seemed like you were going for the "needs more mature content" jibe. It strikes me as arguing that capes don't flap in the wind or something else as equally "unrealistic" but, more so, unimportant.

And yes, if you think that interface is not archaic as hell with its several sub menus just to aim at a body part -- when Fallout 1 already had something as fancy as anatomical representations for quick aiming -- then hey, maybe you would rather play things like Colossal Cave.

Hardly, it's that radial menus are a pain in the dick in nearly every implementation of it. Even ToEE's was a pain -- play it on a high res and one little slip of the mouse and guess what you just cast fireball instead of haste (rather, clicked on instead of cast, but you get the idea. I won't even get into what a bad radial menu is like [nwn 1]). Drop down menus are better than radial shit, without a doubt. As for the anatomical chart representation... I couldn't care less. I'd rather worry more about proper implementation of limb-aimed attacks having a decent effect than what it looks like when I click on it to execute an attack. Interface should be functional and simple first and foremost.

As for high fantasy, ok, bad wording. A little less Arcanum excrement like, and more detail in say that grass for isntance.

Looks fine to me...
 

SG

Novice
Joined
Oct 29, 2010
Messages
2
Project: Eternity
shihonage said:
circ said:
Why would it take a ton of time to debunk? The coding requirements are accurate.

His requirements are only accurate in isolation. This type of underestimation is common among those who don't know what they don't know, because they never had to work on these things in the context of a project of this complexity.

Such a person does not understand the system of priorities involved in making the project (of which there are hundreds, all higher than picking font sizes and duplicating menues), and they do not comprehend that every single font size has to be hand-picked and tested (and, if necessary, adjusted for) in various parts of the interface, which may or may not scale to it depending on functionality and implementation of a specific part.

Perhaps the biggest clue to his cluelessness is that he's comparing the work spent on AOD to that of an ambitious Flash app. This naivete, the gross underestimation of any and all effort involved, is born of the same source from which comes great enthusiasm of creators of new RPG projects which end up dying off the next summer, with great enthusiasm.

The only thing that can deprogram such an individual is attempting such a project on their own.


QFT
 
Joined
Jul 11, 2010
Messages
3,213
Location
Vostroya
n5rHN.jpg

Can't wait 'till Thursday!
 

Heechee

Liturgist
Joined
May 4, 2009
Messages
225
I just hope that the game won't turn out to be a digital gamebook with some in-game combat. From what I have seen so far it seems that so much stuff is done through dialog text window, that I don't know how much interaction is done in any other way. Some people wouldn't mind of course. But maybe I just haven't seen the right screenshots, etc.
 

Forest Dweller

Smoking Dicks
Joined
Oct 29, 2008
Messages
12,373
The music is fine. It's certainly better than the music in the combat demo. For those asking "is this the battle music," surely you noticed it was different? VD said that there will be different types of battle music for different types of battles. The music in the combat demo was the arena music; the music in this is...I don't know, the night battle music?
 
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MetalCraze

Arcane
Joined
Jul 3, 2007
Messages
21,104
Location
Urkanistan
So the music in AoD is context-dependent?

I think I know which config setting will go to off first while my trusty foobar will be launching.
 

sah

Liturgist
Joined
Jun 9, 2007
Messages
445
Location
Poland
For the record, I like the music. I understand it's a little louder than combat sounds for the purpose of the trailer.
 

Orgasm

Barely Literate
Joined
May 4, 2010
Messages
1,360
How does stealth/sneaking work in AoD?
Is there necromancy? =D
 

Silellak

Cipher
Joined
Aug 19, 2008
Messages
3,198
Location
Tucson, AZ
MetalCraze said:
So the music in AoD is context-dependent?
You mean like in almost every game ever made?

Is this actually something to complain about now? I mean I know it's the Codex and I know people can be nitpicky, but complaining about context-sensitive music changes? Seriously?

"I hate the combat music."
Sure, personal opinion, people have their own taste when it comes to mus--

"I hate the very concept of combat music and VD should listen to me for some arbitrary reason."
:retarded:
 
Self-Ejected

Davaris

Self-Ejected
Developer
Joined
Mar 7, 2005
Messages
6,547
Location
Idiocracy
denizsi said:
Yes, the music is utter shit. Heed our words, VD. At the very least don't use it in videos any more, it hurts the game Just can that piece of shit.


Game music always gets on my nerves, unless the company can afford the very best composers. So the only thing I would do is make it easy for people to add their own.
 

MetalCraze

Arcane
Joined
Jul 3, 2007
Messages
21,104
Location
Urkanistan
Silellak said:
You mean like in almost every game ever made?
That may be one of the reasons why it's so shitty, yeah.
It doesn't help that the music is shit. Shit. Shit.

Is this actually something to complain about now? I mean I know it's the Codex and I know people can be nitpicky, but complaining about context-sensitive music changes? Seriously?
I think the fact that I don't complain about anything else in the trailer should pretty much mean that everything else is fine in the game, no?
Jeez why are you so pessimistic?
 

Silellak

Cipher
Joined
Aug 19, 2008
Messages
3,198
Location
Tucson, AZ
MetalCraze said:
I think the fact that I don't complain about anything else in the trailer should pretty much mean that everything else is fine in the game, no?
Jeez why are you so pessimistic?
:lol: :lol: :lol: :lol: :lol:

Alright, skyway, you win this round.

I still say context-sensitive music is perfectly fine, though. In fact, when done properly, it can actually add quite a bit to a game - see iMuse and the X-Wing series for a fantastic example of this.
 

Radisshu

Prophet
Joined
Jul 16, 2007
Messages
5,623
Looks really good. Like Fallout combat, but with much more strategic options (I'd like full party control when you've got allies, but I guess you can't have everything). Will get.

And wow. For a second, there, the innocent pre-banal/shit/boring Skyway surfaced.
 

BLOBERT

FUCKING SLAYINGN IT BROS
Patron
Joined
Jun 12, 2007
Messages
4,289
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BRO
Codex 2012
BRO LOOK AT THE POPAMOLE FAGS CRYING THAT THE MUSIC ISNT GOOD ENOUGH

LOLOLLOL GO BACK TO GAMEFAGS NEXTGEN KIDDIES LOLOLLOLLOL
 

Forest Dweller

Smoking Dicks
Joined
Oct 29, 2008
Messages
12,373
Mikayel said:
Oh my, Skyway doesn't approve of something?
The horror.

Silellak said:
MetalCraze said:
So the music in AoD is context-dependent?
You mean like in almost every game ever made?
Actually, as far as variations in battle music, this is the first example I'm aware of. If there are numerous battle music tracks, they're usually just random. This is actually a step up. Too bad it's midi, but that can't be helped due to their budget.
 

Elzair

Cipher
Joined
Apr 7, 2009
Messages
2,254
Damn, dude! That is some ghetto shit! You mean VD has spent FIVE YEARS on this thing and still cannot even make a fucking video?!

:decline:
 
Joined
Apr 12, 2007
Messages
1,658
Location
Prussia
BLOBERT said:
BRO LOOK AT THE POPAMOLE FAGS CRYING THAT THE MUSIC ISNT GOOD ENOUGH

LOLOLLOL GO BACK TO GAMEFAGS NEXTGEN KIDDIES LOLOLLOLLOL
YOUR TASTE IN GAMES MAY BE GOOD BRO BUT YOUR TASTE IN MUSIC SUCKS LOLOLOLLLOLL
 

Silellak

Cipher
Joined
Aug 19, 2008
Messages
3,198
Location
Tucson, AZ
Dicksmoker said:
Silellak said:
MetalCraze said:
So the music in AoD is context-dependent?
You mean like in almost every game ever made?
Actually, as far as variations in battle music, this is the first example I'm aware of. If there are numerous battle music tracks, they're usually just random. This is actually a step up. Too bad it's midi, but that can't be helped due to their budget.
Yeah, but if you backtrack through skyway's bitching, you'll find that he's actually referring to the very fact that music changes from "ambient" to "combat". Apparently it's the worst thing to EVER HAPPEN TO VIDEO GAMES EVER, meaning it's worse that popamole combat and regenerating health.

Konjad said:
This game looks like cheap Diablo clone :M
AODODiablo.jpg
 

Lonely Vazdru

Pimp my Title
Joined
Jan 10, 2007
Messages
6,702
Location
Agen
Combat looks nice and plays nice. My only complaint is that apparently in most dialogue/interactive-text instances you only get one choice, which means no choice. Maybe it has to do with the character's build in the demo, I don't know, but I hate having only one possible line to click on.
 

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