esrever2357

esrever2357

Joined Member # 4030635
0 Posts 10 Replies 38 Reputation

[quote who="PyroMancer2k" reply="108" id="2645391"] Quoting esrever2357, reply 102 1) Creatures. Are the creatures physically possible? We need to examine their dietary habits, the balance in the food chain, their favored climate conditions, etc etc. The cooperation of some creatures with others also becomes very questionable, judging from the natural instincts of those monster. 2) Lighting. Don't get me started. The lighting is SO not realistic & physically incorrect

126 Replies 341,147 Views

Ok, people complain about the lack of attention to detail on the geological features of the map, as it's not completely realistic. So, in the same spirit, there should be complaints about : 1) Creatures. Are the creatures physically possible? We need to examine their dietary habits, the balance in the food chain, their favored climate conditions, etc etc. The cooperation of some creatures with others also becomes very questionable, judging from the natural instincts of those monster.<

126 Replies 341,147 Views

[quote who="alway" reply="42" id="2641538"] So in other words, you want the AI to play at the speed of the War Games AI playing Global Thermonuclear against itself.[/quote] Not want, just wondering. The motive is : faster AI play speed == more AI testing in a given time. [quote who="alway" reply="42" id="2641538"] First of all, they would likely still go kinda slow since really good AI usually take a decent amount of time to think, especially for turn based game

65 Replies 115,113 Views

General AI question : Will there be any option for *really fast* AI vs AI matches? By fast I mean without spending time on visuals/animations/artificial delays. I guess the cloth map could enable a fast game, but then again on the cloth map you don't have tactical battles. Or I'm just missing something & I'm talking garbage.

65 Replies 115,113 Views

[quote who="BoogieBac" reply="134" id="2639070"]part of the reason we picked the style we did was the contrast between the wide swatches of color with spots of detail where necessary. http://marinacorreia.files.wordpress.com/2009/12/mucha3.jpg Which, in my mind, is perfect for a game where you want to immediatly know where the important parts of the map are. You see a huge, spwawlying town and it feels important, opposed to it just being another busy spot on an al

179 Replies 438,322 Views

No problem, I understand the frustration coming from everybody being "do this, do that" & I can definitely agree on the "littered with stuff" anti-pattern. You (or somebody else, can't remember) criticized HOMM V about it, I've been playing those games from the original Kings Bounty, and I can't agree more for that iteration in specific. You can definitely judge the sweet spot between barren & littered, but the NPR graphical style and the object design looks grea

179 Replies 438,322 Views

I didn't criticize the style, on the contrary, I said I really like the style. I just stated my opinion on what I think is the reason for the perception of 'detached' visuals and that an improvement easy & cost-efficient. Using shadows is not a style, but a necessity for perception of 3d. At the end of the day, you make a creative product, you put money, time and soul into it, and as with all creative products, you want as many people as possible to be happy with it, not just you.

179 Replies 438,322 Views

I personally like the art style very much, it fits very well with this type of game / setting ( & the cloth map is a very nice touch as well). "The Whole World of Elemental is supposed to look like that at the start of the game. There are No Tree's or Shrubs growing, no grass, no nothing but blasted landscape. It's Supposed to be Barren" Just remember that : 1) Fallout 3 had a blasted landscape as well, but you couldn't say it was empty

179 Replies 438,322 Views

(*Jumps out of the lurking spot) Regarding Randomisation vs Richness : There doesn't need to be any serious compromise there, just good planning & careful allocation of resources. Pre-made maps' cost is O(N) while procedural ones are O(1). Availability of hundreds of very carefully crafted maps doesn't sound very realistic, and if there are so many resources available, I think they'd be better spent on focusing on th

469 Replies 1,483,180 Views