ScottTykoski

ScottTykoski

Joined Last seen Member # 93
42 Posts 337 Replies 2,367 Reputation

[quote]It looked appealing in design,talk,vids,screenshots but with actual gameplay I'm just like meh[/quote] Feel free to post your feedback....you'd be suprised how much user input we take ;)

22 Replies 5,622 Views

[quote]That said, the research and tech system certainly needs a better presentation. [/quote] This is something I completely agree with...when you make a breakthrough, and you have the option of a RED (very rare) tech, it should feel like Christmas morning and you've just unwrapped a Red Ryder bbgun (or something). Right now it's really steril and very uninformative. Improvements are in the works...for techs and pretty much everything else in the OP's list :)

19 Replies 69,582 Views

[quote]How easy is it going to be to impress us with a barren desolate world?[/quote] It's going to be tough, but we're up to the challenge ;) [quote]The Mucha thing is what led me to stick around [/quote] Yeah, Mucha made some beautiful paintings of women...but no paintings of a fantasy world with cities, dragons, and knights :) So adapting his artistic rules to our game has certainly been quite the experience.

19 Replies 14,836 Views

Just a heeds on on what we specificaly have in the gfx pipeline... 1. Terrain Textures: We have a couple of tricks to employ to get the terrain textures looking less..boring :) They dont currently have the washed/painted feel that we want, so expect improvements there. 2. Forests: Gah, where to begin! Basically, forests are getting a major overhaul, from their toothpick trunks to the size/plcement/number of leaf clumps, to FINALLY getting shadows beneith them.

19 Replies 14,836 Views

theprogress: Replied :) cyrogenic: I really never get sick of talking about the art style, but the way we're developing the game (engine and game in tandum) has made 'selling' the style a real uphill battle. Most major companies have the visuals NAILED before really showing the public. You guys were along for the whole ride, of which we still have ground to make before the art team is truly happy with the result. That said, and knowing what's in the pipeline, I can see being v

179 Replies 441,685 Views

No paralax mapping...the ground does have a VERY subtle normal map on it, but even that is used sparingly. The more of those 'realistic' effects we slather on, the further we get from the intended style :( My goal is to have CRAZY paralax mapping going on in GC3 tho :)

5 Replies 6,446 Views

OK, so lets actually use that old (OLD OLD OLD) screenshot as a variable in our test... This is a really quick rehash of that shot in the most recient build of the game. Going back and forth I can see spots where the old shot trumps the current one: - The old river was bendy and natural (it

179 Replies 441,685 Views

Actually, I think all the triggers to make quests based on this idea are in...I'm going to go make some right now :) Thanks for the great suggestion!

13 Replies 67,599 Views