A Valley Without Wind 1 & 2 / Re: AVWW #9 Preview: Characters, Monsters, and Weather (Video Coming Later)« on: April 12, 2011, 02:29:08 PM »
Excellent, excited to see the changes in motion
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You actually can do this now, using queued move orders.
1. Just right-click some location (standard move order).
2. Hold shift and x and right-click (queued attack-move order).
Admittedly this can be achieve using G+Click, then Shift+X+Click, but that's almost too much micro for my petty, non Starcraft attuned mind and seems kind of inelegant. Plus if this was a move mode itself it could have it's own outline colour for the ships doing it so that you can see who is in that mode. . .
In terms of settlements you create, we intend for those not to be too dense, but most of our decision making on the settlements will be something we work on during alpha, and the completion of that, hopes, and deeds will mark the move to beta, most likely.
The various settlements will be distinct from one another in many ways, even down to including the types of people in it. Different nationalities at times, as well as finding other races like a settlement of neutral skelebots, etc.
In terms of families, births, etc... we haven't really got there yet, conceptually. A lot of that will be stuff for either very late alpha, possibly beta, or possibly post-1.0. But I imagine that's the general sort of direction we'll be thinking in, if it sounds fun to players that are familiar with the game, and if we think it will be fun at that time, too.
so basically the same as dwarf fortress adventure mode, except your gear stays at your corpse instead of getting hoovered by bandits
I think it's telling that they are looking at incredibly downsampled images. We've been through this same cycle in past weeks, and when people see our actual screens or watch the video at HD resolution, the reaction is really quite good overall.I think part of it is also just the risk you run when you put pre-alpha footage out there in a public setting like you have elected to do. A disturbing number of people in the comments appear to think this footage is intended to be a preview of the game in a more advanced level of development (completely ignoring the bit in the intro about being pre-alpha), and so they treat the whole game as a simplistic top-down action game, since that's all we have footage of up to this point. If they haven't paid a scrap of attention to the game, they will see a video of you running around a lava wasteland slinging spells at six identical enemies that are chasing you. That gives no idea of the true intended nature and scope of the game as a procedurally generated world in ruin with survivors, settlements, shelters, and what-not.
Doing video releases like these can be very much a double-edged sword when RPS is going to put them on the front page for all to see. It's great for people like us who long for more info on the game, but it can be detrimental to the first impressions of those who have never heard of the game before now. While I do have my reservations about the way the game looks right now (animations in particular), I definitely recognize that the dev time on this game so far is a mere fraction of the final figure and can adjust my perceptions accordingly. Unfortunately, the body public of the internet is not always so attentive or forgiving.
Heh, you just tease us by saying it's not possible so we're happy when it is
I really didn't think it would be feasible in either of those two cases. Shows what I know!
And yes, if that's the same John Walker writing the crisis article that writes for PC Gamer UK, then he's definitely doing a parody. He's my favorite gaming journalist ever and is very infrequently completely serious (though he's awesome whether he's being serious or not).
Oh, very cool!
For those interested, I've actually put together a new lighting model that looks awesome, using just image techniques. It's sort of vaguely inspired by the stuff eRe4s3r was talking about. It's a little heavier on the CPU/GPU, but not all that much really, and it's like night and day the difference. I'm putting this in as the default, but making it so that either the new method or the older z buffer ones can be used, depending on player preference and the capabilities of their machine. And the z buffer stuff is still being used to great effect to keep shadows behaving, too.
More details and a video later today.
Yep, I need to update the art assets on that page, for sure.
In terms of the antialiasing, it doesn't really work like that -- this is the z buffer, not a polygon, and so AA isn't a feature there.
Thinking about this more, its possible that in the future I might be able to do two versions of lighting, one based on the z buffer for older cards and giant screens, and another version that uses render textures or something along those lines for newer cards with reasonable monitor sizes. Right now it's just going to be the z buffer version, though.
I'd also note that we have no stationary light sources in the game -- even those that are sitting still have a "pulsing" effect, such that every light source is always moving its borders at least somewhat.