SoupNazi
Guest
"Lhota" made me lol.
New blog is out. http://warhorsestudios.cz/index.php?page=blog&entry=blog_011#disqus_thread I am curious what would be your answer for my questions in it
A big map with some kind of fast travel would be my choice. Better if the fast travel somehow has same results as going on in on the micro-scale map.
Maybe a switch to just make the simulation to go 2x, 4x, 6x faster? But the framerate might suffer so much that any visual pleasure from traveling around would be undone...
...expecting to read more about an emtionally gripping romance with princess Zubejda in the futureEmperor Lojza, Archmage Lotrando
...quick travel !options! like ships or carriages come into mind... not just clicking to get there, having the option to walk/ride there yourself or go to the harbour or the carriage stop (with limited destinations and maybe a short cutscene to bridge the travel from a to b... also: moneysink) would decrease the tedium and still keep the world intactif the most important locations are on the edges of the map, the player must entirely unnecessarily and too often undertake the same boring route across the entire map every time he/she sets out for anywhere.
as an avid explorer of virtual worlds i'm all for this... just give me some landmarks, a ruin here and there, some fields with peasants on them, some (non suicidal) wildlife and i'm happya realistic landscape in which you can wander for hours even if it is relatively empty?
the famous imperial city of Lhota, the capitol of the world and largest agglomeration in the known universe, whose fame touches the stars.
The city consists of precisely fifteen buildings (one of which is the imperial palace); the town is inhabited by 30 NPCs
I generally like fully modelled worlds, but the stretches of space between locations must matter somehow. The antithesis of this would be Daggerfall, where there is precisely nothing to be found in the wilderness (except the extremely unlikely and prohibitively time consuming attempts at stumbling upon dungeons or covens). Not to say that the worldspace must be full of stuff, but it must play some role that can't be abstracted away - for example in Frontier planets were separated by huge volumes of completely empty vacuum, yet thanks to the physics system and seamlessness of the world it played vital role in the game.DraQ you've probably thought more about this than I have
Daggerfall
Showing dot travelling on the map is generally good, because it helps game convey that you're in fact travelling great distances, rather than teleporting, even if its of no mechanical consequence.
Apparently the Sacred 2 gameworld is bigger than Oblivion (22 mi²).
This is really a retarded question. I cannot wait for the next shit: "Do you prefer blue or pink cutscenes?", "How big should be the trees?" or "Do you prefer QTEs in your movies or not?".
If this game was the result of someone's vision, there would be no need for these question. But hey, we have some real AAA developers in the house ... so it makes sense to have no fucking vision and follow the most common denominator. Wait a minute, did the Codex sunk so low?
And my rage doubled on the spot when I saw *potato* in that thread. A Codex meme should remain on Codex, otherwise it sucks.
I like that they are going for a smaller map. Smaller scale means that they can add more diversity to the places that we are going to explore.
Looking forward to this
MetalCraze said:3x3km is not a PC king size it's a smorr konsore pinis
Sounds silly. I just can't imagine a good way to put a fast forward button and then watch everything go fast. Also, weaker rigs will suffer.Alternatively, allow player to select a destination on the map, then assume control of the character and increase time - like in flight sims, where you can use a combination of auto-pilot and fast-time to speed up the boring parts. If the character encounters something, revert back to normal speed and return control. This way the player can also keep watching, enjoying the pretty world you've created.
Nigga please. With the exception of SEAL Team (really? you're comparing the maps from SEAL with the ones made for a CryEngine2012 game?) you are talking about games where you have both the horizontal and the vertical plane without any obstacles blocking your way, of course you can use a fast forward button there. The same can't be said about a game with modern level design set in some kind of medieval forest full of rocks, hills and rivers.Freespace, Tie Fighter, Falcon 3.0, Falcon 4, Il-2 Sturmovik, SEAL Team and many others beg otherwise.