daedalao: I'll be in the office tommorrow...perhaps we can set up an FTP solution where we can compress and upload those vids for you (we have an obscene gigabit direct internet line). Email me at [email protected] if you're interested :)
ScottTykoski
[quote]Can you tell if the snow on those trees is a seasonal variable or something that would be permanent when the design is stamped onto an active map?[/quote] Righ now that'd be perminent, but we may allow for tile-designs to support environment-specific objects....would be cool (and I beleive straight-forward in code).
[quote]The Volcano, Landis! You didn't mention the volcano! Or did you not want to torture them that badly?[/quote] What has Brian done to your generous spirit, Annatar?!?! [e digicons]:(O[/e]
[quote]BoogieBac what was with that one little peasant? He was working at the speed of light [/quote] A fun little bug where multiple improvements in a city compound their animation 'time-elapsed' increments. We got quite a few laughs out of that one :) Landis: I'm just hoping to take a day off, man...we've been working the last few weekends to get things ready for PAX, so I feel 20-ish consecutive days of working is enough :( Again, really great to meet you, Ky
First day of fall is September 22, so it'll be available on or before the 21st :) http://wiki.answers.com/Q/Autumnal_equinox_2009 Also, we're planning on sending emails out to notify those who pre-order when the beta's officially available (as well as massive announcements here on the forums).
Yeah, I'm still mentally in August...that month friggin' flew by! You'll be getting the beta as soon as we get some post-PAX relaxation in. ;)
LR: Updated :) Thanks for the reminder!
[quote]Of course, like in King's Bounty: The Legend where a number represents how many units are in a tile...[/quote] Actually, our system is scalable so, if your system is good enough, 100 guys will actually be 100 guys on that tile :)
[quote]do you envision this level of detail in the combat part of the game in Elemental. If not, to what game would you compare what the combat will look like?[/quote] If you meen zooming in and seeing guys go head to head, then yes, but where a 'tile' of guys could actually be 100+ soldiers, not just 1 guy per tile. So in scope it's more like the Total War series, but (as of our current design) gamplay can be paused to reorder your troops in a auto-turn-based fashi
[quote]And what's this stuff about trolling all the time, are you people really that infantile to label normal discussion as trolling[/quote] I think you're bring troll-called due to the your infallable stance on the subject. You have to coincide a point or two for it to be friendly debate. What should have ended a month ago has become a war of bickering. And gameplay != graphics....you negate your argument ('the importance of graphics') the moment you attempt to force that
[quote] I can only say which screenshot "appeals" to me slightly more than the others [/quote] Perfect, because maximum appeal is what we're going for...in most things art there is seldom a 'right' answer ;)
Weapons can have their base attack, attack speed, and any combination of enchantments (fire dmg, poision dmg, ice dmg, etc), and add in ranged options and the matrix of possibilities is actually really large. We dont want to get into too fine of detail with battles since the war-game is only part of a much larger picture.
Thought this was coming out post-PAX. Hope it's a good read...I always worry about being too technical/dry in these things. http://media.pc.ign.com/media/142/14295360/img_7090357.html /\ Those teeth are nice and buttery, but perhaps he should lack some.
I know :( after PAX info should be more forthcoming. Right now we dodge PR ;)
Holy crap, 11 weeks already?! Time friggin' flies!
[quote] I was under the distinct impression that the world is randomly generated with each new game, as that is critical for repeatability[/quote] Oh yeah, random worlds are our bread n' butter. We'll be showing off a pre-Made map at PAX, but once we get the kinks out of random worlds they're going to be pretty amazing.
[quote]Wow, that's alot of extra work for just eye candy. I would think there would be tactical level battles or something, as opposed to the option of a cloth-map auto-resolve.[/quote] Most of the assets work on both the 'zoomed in' main map and in tactical battles, so it's not really a lot of extra work...just a bit of overlap :)
I dont know why those old shots with the 'Heros' tally are being recycled with this latest media push...those are ancient and cringe worthy for SO many reasons ;)
[quote]P.s Would we really be able to zoom all the way in and actually see little people walking around and working in the cities?[/quote] It's in the PAX build :) Little workers building new houses, farmers tilling their fields...it's quite nice IMHO
Scoutdog: Yes, there are other heroes in the world besides 'family' NPCs (don't forget about the roaming parties, mercenaries for hire, etc).
I'll try and get an internal build testing on XP64 and get back with you....several of us are developing on Vista64 (which works like a champ) so unless it requires a 64 bit version of a app to run, we should be good!
[quote]How often do you guys work over the weekend, anyway?[/quote] Normally or lately? [e digicons]X|[/e] Actually, even the last few weekends have been pretty tame, just a few of us polishing up builds for the media tour and whatever we can cram in for PAX...none of which has been asked for from Brad or anything, it's all been for the love of the game :) Besides, nothing can be as bad as the crunches I witnessed during Demigod's release :(
[quote]I almost feel like a ten-year old on Christmas Eve![/quote] Same with us working on it! It's been a good 9 months since our official announcement, so we're pretty excited to see some press coverage on what we've done in that time! [e digicons]:thumbsup:[/e]
[quote]Is that still in the plan? Because that would be seriously cool. [/quote] The tile editor is our main tool around the office and will definatly be made available to all players :)
It's like in GC2 where you can customize your races colors, only this time your tweaking roofs and plaster colors (instread of engine and ship's metal colors).