Wolfenstein TNO almost made me shed a tear so I guess that's something. I still haven't finished it though. I'm gonna go with Grimrock 2 so far, but I still need to play Far Cry 4 and Divinity: Original Sin
Posts by Sentura
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I think they will have some sort of linking. The problem with chains is that game depth very quickly becomes shallow. You don't have to think too much about it because the chain works "out of the box". Whereas people are still finding new tech in SF4 because of new links.
I don't necessarily think that something like the GG loops are a solution; they seem to complicate things even more than links already are. If there'd be some sort of inverse tapering where combos would be harder to do the longer they are that would likely be the best. That would add two dimensional scaling on combos in general (damage already scaled), and it would make the meta about short combos and reads, while long combos would ultimately fail as even the best players would not be able to go beyond a certain amount of hits.
IMO the best thing Capcom could do is to look at metas in other competitive games (MOBAs would be an excellent source of inspiration) to see how players use abilities and feints that require only the basic execution skills.
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From the looks it seems like gameplay comes closer to SFxT than to SFIV - with no links or easier links. Maybe that's a good thing...?
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Looks like you already made the choice in OP.
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Quote from SuperDuperYeah
For visuals, I think it's safe to say that they will have PBR... Some kind of "new" GI tech and... other "next geny" stuff. What's interesting me though is... did they try to implement some kind of system to facilitate gameplay iteration like Snowdrop where everything is node based. We'll probably have a GDC or a Montreal IGDA talk about that in the med-near future. I'll keep my eyes open for links/info and stuff.
Have you used any Glacier engine/editor?
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It's interesting, I'd like to see how it would differ from Glacier
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saber scene so gimmicky i lost all interest
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Do biking, see if you can hook up with weekend bike rides. I did one back in may and it was awesome. 250 km in 3 days.
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Quote from (HP)
Welll... it was on my bucketlist, i promised myself I would do it when I hit 30. As the date is approaching, i scratched it of, lmao. Fuck that if I'll be jumping out of a plane, aint nobody got time for that.
lol, put back it on when you hit 60
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Something I guess I didn't explain well enough is the first thing I mentioned (multiple iterations):
Teach them to not be afraid to move around in the phases - especially early phases - if they aren't satisfied with what they have. Most of the time whenever I find something I'm not happy about, I often try to iterate in both 2D sketch form as well as 3D. Sometimes I just build stuff to see if it works in 3D, then, change it around if it doesn't, and then go back to sketching in 2D. Looking at something in 2D is different from looking at stuff in 3D, and so sometimes you get inspired and are able to creatively "leap" to a solution that somehow solves all the design problems in a given level. Let them play around with it in both 2D paper prototypes as well as in a 3D editor if possible.
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Cover multiple iterations constantly
Cover the cost of moving around the different phases - redoing something in a sketch phase is very cheap, redoing it in the final phase is extremely costly.
If you haven't been in a professional environment, don't talk about it. In general I wouldn't talk about professional environments, but rather what professional practices are (see above).
I would personally not recommend Mapcore for them either, as it is not really a place for beginners. Instead I would link them to tutorials and encourage rapport between students. I think them seeing professionals post stuff could be detrimental towards their own abilities when just starting out.
So really, make sure they communicate between each other well, talk to them about when to make changes and teach them some good design practices. That's the three things I would talk about in your case.
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Also why is this even necessary when you can just use displacements?
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you need a very good computer for hammer because it crashes a lot
ajhsdsagdhadgahgagagagagahahahahaaahahaaaaaaaaaa
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Quote from D3ads
Sentura.. do you have a button on your back that switches from normal to troll mode or something?
[Blocked Image: http://www.thegamecavern.com/wp-content/uploads/2014/03/Assassins_Creed_Unity-2.jpg]
That's like a fucking photo for goodness sake! I'm not a graphics whore but the visuals here are incredible. They've nailed the baroque classical style with all the little details beautifully, I've never seen that kind of care put into the architecture in a game before! Though I guess if you don't like that style, it's all a bit OTT. What is your prefered architecture type btw?
I think you're getting me wrong here: I'm not saying it's not a graphically amazing game. The visuals of the game are great. I'm saying I don't like Baroque architecture/interior design/parukes.
But it's not just that. I don't like the time period in general. I guess if I could put it like this I would say that the renaissance is at the bottom of the uncanny valley of history. It's not far enough back in the past that we can entertain ourselves with the epics and myths of ancient times, yet it's not modern enough to provide interesting an frontier on its own. At least not in Europe; the new frontier back then was the midwest and west of the Americas. Or the entirely unexplored by games (and movies/books?) 17th-18th century Asia.
I can understand from the point of the game vision the choice of France during the time of the revolution. But since those events have been fairly well documented, to me that removes the suspension of disbelief, rather than adding it to the game. And while it's likely more fun to play than to visit a museum of, the history of everyday life in renaissance Paris probably isn't as interesting as anyone would want it to be.
It's probably still a fun game though.
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Game seems to be getting rave reviews. It's going to be hard to top Far Cry 3, but I'm looking forward to it.
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I'm sure it's great for people who like that kind of stuff, but baroque/rococo architecture is just not me. I'm also not a fan of perukes/periwigs (which is where I get the sock puppet reference from), or the clothes they're wearing. Then there's also the excessive detailing, that while impressive in its execution, feels like it was placed there in lieu of a center of focus. All of it just symbolizes a time where appearances were too gaudy and fake, and where quantity was way above quality (which is not a far fetched conclusion, since size in art mattered at least up to the 16th century, and excessive detailing could be seen as the next evolutionary step from sheer size).
I'm also not really talking about the game, it's more about the stylistic choices for the era. I think the game did well in its presentation of the time it is set in. Which is exactly why I won't be touching it.
But hey, that's just like my opinion man.
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Yeah it's just not doing anything for me. New world stuff can be moderately interesting, but the European Renaissance makes me want to barf. Architecture was terrible, interior design was terrible. People looked like sockpuppets. It just doesn't do anything for me.
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I have the same problem with this as I had with AC2: I can't get past the timeperiod/setting. The Renaissance just seems like the most boring time =/