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Messages - Sern

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Dev Blog / Re: Outward - Cities
« on: September 08, 2015, 11:45:32 pm »
Alright. I feel like I have a better understanding of those limitations now and I was not far off regarding number of AI on screen at once. I could only presume that would be one of the bigger issues. Thanks for taking the time to explain.

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Sounds good to me. Thanks for the info!

I can handle little to no customization of the house as long as it's well thought out in its base design. But at the end of the day, even as an adventurer, it's certainly nice to have a place with a semblance of normalcy to go back to from time to time.

Having some sort of ability to upgrade the house (whether by simple payment or something more involved) is recommended by me as an added 'investment' into the player's potential properties but not ultimately necessary.

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Not sure if this has been covered elsewhere.

Was simply curious if the player, during some point in the story or via other measurements of progress, will ever have the option to find their own nook in the world to call home? If so, what would that look like? Or is your home that tent you carry around in your pack?

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Dev Blog / Re: Outward - Cities 3D blueprints
« on: August 29, 2015, 03:33:14 pm »
That is slightly larger than what I expected to see but it looks solid to me.

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Dev Blog / Re: Outward - Cities
« on: August 29, 2015, 03:25:48 pm »
In pretty much any big RPG, the reason for a lack of NPCs is mostly technical, not design, and the same challenges apply to us. In fact they affect us more than other developers making games in that genre, since our team is smaller.

Yes I am most certainly aware of this, even if only on a basic level. I have not set my expectations to AAA standards and it would be unfair to expect that from a small dev team. Nevertheless, I felt it important to at least mention my perceptions obtained from other games in the same or similar genres. You say your world will be large but of course, from what I've seen, I've no method of comparison.

Regarding these NPC technical limitations; does that include the time that goes into their creation (and all of those characteristics), the engine's limitations of handling X number of AI routines, and how do the limitations differ worldwide compared to a particular area? Or is it all of the above? And by my last inquiry I mean, are the technical issues lessened by spreading out NPC populations as opposed to concentrating them? Obviously the more AI loaded the more computations required but are there global technical details to consider with NPCs too? If so, what are those?

Depending on exactly what your technical limitations are, I would suggest to consider, instead of making nothing but complicated NPCs with widely varied backgrounds, also contemplate populating the more rural areas with more generic NPCs that do not require much effort to create. This way there's less initial effort necessary to make them a reality but they still fill empty space, hopefully without compromising the game engine's performance. That's not to say ignore making interesting NPCs but I'd wager that if the proper balance is struck it would be nothing but beneficial.

I suppose a rudimentary example of what I mean could be portrayed in the Skyrim mod, "Immersive Patrols." All NPCs associated with that mod are generic and given paths to wander Skyrim's roads. Some of them are merchants with one bodyguard, or more like a merchant caravan. Some are roving bandit clans looking to attack weaker targets on the road. Other groups are soldiers moving from one place to another, or wandering adventurers like yourself. Interaction with them is very limited, except in the case of the merchants which you can trade with but even that is only a single dialogue option. Regardless of these limitations, this relatively simple mod enhances the player experience (especially traveling the wilds) by providing more opportunity for interaction, discovery, observation of events (two bandit clans or soldier units coming together), and IMO makes one feel a little bit more insignificant because you don't feel like you're the only adventurer in all the lands. Or the only person who leaves the city/town limits.

Ultimately I am just throwing out ideas because I don't know the limitations you're dealing with in detail.

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Outward / Re: Suggestion - Custom Difficulty Modes
« on: August 18, 2015, 01:13:47 pm »
I have updated the document I originally linked with "AI Difficulty." That is what I have come up with for now. Feel free to expand upon any of that in the document or here.

I know some of it is very complicated on the programming side so I don't expect to see it all included by any means. Just ideas to be hand picked when and if there's time and budget available to do it.

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Outward / Re: Ideas and Suggestions
« on: August 18, 2015, 12:46:48 pm »
The beautiful thing about splitscreen is that we will make it enable on PC as well :P

Oh, now that will be interesting. Is this something that will be changed in the options menu similar to resolution changes or is this something that will be able to be toggled using a keybind? Also will the split screen be resizable in any way? Let's say I prefer to see more of my camera and have someone I'm playing with be slightly smaller or vice versa.

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Outward / Re: Suggestion - Custom Difficulty Modes
« on: August 14, 2015, 11:35:16 am »
Agreed, default modes come first. It's difficult for me to come up with any suggestions for that though since I don't know what will be available or what you'd have in mind to differentiate the difficulty modes other than the usual changes to AI combat. As mentioned elsewhere, I just hope as combat difficulty increases there's an emphasis placed upon enhancing AI combat routines rather than doubling their HP and defense rating.

I'd be happy to rough draft a list of variables to be taken into account here to be sifted through. If nothing else it could just provide a concept of an approach to the AI combat variation.

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Outward / Re: Ideas and Suggestions
« on: August 14, 2015, 11:30:08 am »
True. I recall your team being a big fan of split screen from the KS page. Personally I'm neutral on the matter, probably because I don't own a console and just stick to PC games. I did play a few split screen games way back when though. I think it was the platform prior to the n64 which was my first. I can see the appeal.

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Dev Blog / Re: Outward - Cities
« on: August 14, 2015, 11:26:25 am »
Have you heard of the Lore of GoD Factory, our previous game? Even for a full on 4vs4 PvP game, we had a pretty decent lore I guess.

I was not aware of Nine Dots or GoD Factory before coming across your Kickstarter campaign. I'll have to do some reading up on that.

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Dev Blog / Re: Outward - Monster Concept Arts - Part 2
« on: August 14, 2015, 11:18:00 am »
And this is why diversity in a game is so important. Different people gravitate towards different things.

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Announcements / Re: Outward has been funded!
« on: August 13, 2015, 08:48:25 pm »
It was more than a sigh of relief when I read this news nearly a month ago. My activity here may fluctuate but I will keep an eye on this for sure and provide a number of suggestions when time permits.

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Outward / Re: Region Ideas
« on: August 13, 2015, 08:42:20 pm »
+1 for the jungle.

It's one of my most favored environments to see in a game. This is mainly because jungles provide some of the most diverse life possible, almost to the point of being stifling. Both plant, animal, and insect life per square meter is insane. The constant cycle of life decomposing on the jungle floor providing the fuel for renewal and massive plant growth. So many deadly creatures in the jungle. While I've not extensively studied the jungle by any means I would predict this is mainly due to the fact there are so many competing organisms in such a proximity fighting over resources that only the toughest, most aggressive, or most deadly will survive natural selection. One might think that the jungle has so many resources, why would anything need to fight or compete for them? But because the jungle has so many resources it can support large populations and therefore this balances out the abundance of resources so that there's still plenty of room for resource competition.

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Dev Blog / Re: Outward - Clothes
« on: August 13, 2015, 08:28:39 pm »
Also in the male clothing pic why does the first guy in red have a halo? Is he a faction leader or is that a spell or something?

My guess is, if it's not magical in nature, it's simply attached to the neck/collar of the robe in the back. Also I doubt they've determined variations such as leadership or other roles in clothing style just yet. These are probably simply examples of the overall style of clothing the faction will adhere to. Just some tinkering around with the layout and color themes.

So far, I like what I see. And, despite the fact I'm not a fan of the color green, I really like the middle left male set with black/green/gold. The blue outfit just to the right reminds me a little bit of pirate-esque clothing.

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Dev Blog / Re: Greenlight overview
« on: August 13, 2015, 08:16:17 pm »
 8)


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