Timeslip
Timeslip Softworks
- Joined
- Aug 27, 2016
- Messages
- 910
I remember fog and the huge animated fountain being the other culprits.
Detailed environments aren't the problem, useless animated objects, on the other hand ...
Somehow, it reminds me of Lords of Xulima, you had to wait for each battle to load (even if it wasn't that long) because the enemies were all Parkinson's.
Did it make Xulima a better game ?
Just the opposite because not only it didn't bring anything useful or remotely positive gameplay or visually wise but the resources for having them "dancing" around could have been used to make non copy pasted cities and quests instead.
You can't compete with AAA shit visually wise.
In my opinion, it's a good idea not to try too hard on that front and use your resources where they can make a difference for a richer gameplay.
Fog can cause problems with the fill rate of a GPU, though I think an option to disable it was added. As to the fountain, it used particle effects which animated a sprite sheet - similar to the effects from explosives or fires. Typically they aren't that expensive, but it's possible I missed something. As to useless, I guess it's possible to pick out any single element of an environment and label it so. The environment will be the biggest visual optimisation problem will have to deal with this time. When you have a lot of objects with multiple lights and shadows, it really starts to add up. Having building interiors in the same map as the exterior makes it trickier, but would like to avoid loading when entering a building for the most part.
Not familiar with the game, so can't comment on the specifics - either in terms of how much of the loading time relates to loading animations vs setting up the data, or in terms of how much resources they invested in animation. For Vigilantes, there's a lot of data to be set up, typically between 900 - 2500 tiles per map which have to be created, linked, and configured depending on what 3D models are on them, enemy stats to be generated, weapons picked etc.
I think we're singing from the same hymn sheet on this. A skilled artist (which I'm not) could give it a try, but turn based games from small studios which try to do this will probably end up having simple and generic gameplay. That's fair enough, but not what I'm interested in working on. About 90% of the work so far has been prototyping features, gameplay and story design and figuring out workflow. With the understanding that better graphics are worthwhile until they undermine gameplay and story, I think there are some easy wins in the areas of improving UI, environments and camera.