Not a map, still cool though. Credit where its due, and nothing more.
- Snipehunter
Posted By Xefipor at 5:18 PM - Thu May 16 2019
Posted By Metaldragonslayer777 at 9:08 PM - Thu May 16 2019
I honestly believe the low poly looks great. I know I still support the final design, but it makes me wonder if we can actually utilize both in the final game. I wonder if the low poly version would be better for PCs that have difficulty processing the more detailed version.
Low poly game for lower end systems and tablets, wouldn't be a bad idea... and could make sure that the time spent on art is not wasted in the long run.
:D
This would be nice, however I think it would be an issue with what the design is supposed to be. Snipe said in an earlier post about farming requiring you to look at intricate details (holes in leaves or wilting plants) to figure out how to improve your crops health/yield. Also they said that those details will be an important part of the game and I would assume that would apply to other trades as well.
"Even the smallest person can change the course of the future."
Account Code: A27340
To what extent will we be able to foresee poor or even catastrophic weather? Will meteoroligist be part of a profession?
Posted By TeaTowelChicken at 5/17/2019 8:59:39 AM
A Dune and Tesla reference in one post, nice.
Perhaps Snipehunter is a fan of Darude.
is it just me or is the framerate....well low. or is it motion blur? please let me turn of motion blur.
Posted By Galliad at 10:17 AM - Sat May 18 2019
is it just me or is the framerate....well low. or is it motion blur? please let me turn of motion blur.
This is a compressed video, not a capture made for a trailer :p (so the low framerate of the video is intended)
Posted By Snipehunter at 08:08 AM - Sat May 18 2019
Posted By Daarco at 2:43 PM - Fri May 17 2019
Q: What was the red sand hourglass about?
It's a stand-in for the Fatigue display; it's functional but it's all just placeholder designer art and not necessarily indicative of the final display. In this version, as your fatigue grows the sand slips from the top half of the hourglass to the bottom. Fatigue grows throughout the day and you have less and less energy as it does.
You can push it back by resting (and where and how you rest affects how well you push it back) but, if you don't, it will eventually overcome you and you'll pass out. And sooner or later your character will straight up have to sleep. There's a limit to what a quick break can do for you.
Posted By Zyrex0 at 09:52 AM - Fri May 17 2019
Posted By randulf22 at 6:40 PM - Fri May 17 2019
looked like goats I guess
yep, those were goats. :)
Posted By Wolfguarde at 06:20 AM - Fri May 17 2019
On a scale from mild inconvenience to Conan Exiles, how thoroughly is getting caught in a sandstorm to ruin your day?
Nice teaser, keep them coming!
Heh, that actually depends on how well you're prepared for it and how bad it is. If you're properly prepared, e.g. you're wearing the right clothes and have some sort of protection for your face and eyes, a typical sandstorm mostly going to hinder your movement and your ability to see. If you're unprepared, your going to have some serious problems that could even be life threatening. Especially if the sandstorm is particularly strong. Sandstorms aren't fully functional yet - you didn't see the player's character leaning into the wind or shielding their eyes as they try to move through it, for example, but other weather systems like rain storms are further along so let me use those as an example:
Some simple rain isn't really going to do much on its own. It might make you a little colder which could be a problem if it's already cold out and, sure, it might slow you down on some terrain types as soil gets muddy, for example, but generally it's a mild inconvenience. However, as the rain intensifies so does its impact. The ground gets muddier, moving over it takes more effort and energy drain and fatigue starts to increase. The effect on your body temperature picks up too, and now maintaining homeostasis is more difficult. Stay out long enough and you could suffer the effects of exposure, or conditions could weaken your immune system making you more susceptible to a disease. Finally, as the full fury of the storm intensifies, we both scale up all of those effects, and layer on environmental hazards such as hail and lightning that themselves could damage or injure your character.
The same is intended with sandstorms. Most people will want to seek shelter immediately, and they'll be right to want that.
Hope that helps! :)
Excellent. Thanks for the informative answer!
Definitely curious to see how intense sandstorms can get ingame, with some of the stories I've heard and things I've read.
To touch Divinity, one must be prepared to brave Reality.
Great shiny! I think I saw some prickly pear cacti, little Joshua trees, and maybe a pomegranate tree? Also intrigued by these cave fungi and how valuable they must be if so many people wanted to settle there...
While not personally a fan of the semi-arid setting, this is a very nice representation of it. Well done.
The character animations are also superb, IMO. You guys really nailed them. The only way I'd be more impressed I think is if the footsteps in the sand were animated too, which makes me wonder if footprints will be a thing for tracking.
And yeah, I'd like to humbly add my voice to the other calls for an encore. Give us more random, unscripted footage every week, give us a glimpse of the world you've been building and see how fast we all get hyped. Because seeing is believing. :)
Thanks for sharing, Snipe.
Sorry if missed something, but wasn't the game developed on UE4? These screens don't look much like what we saw in public 2 years ago.
Posted By HolyAvengerOne at 12:42 AM - Mon May 20 2019
Thanks for sharing, Snipe.
Sorry if missed something, but wasn't the game developed on UE4? These screens don't look much like what we saw in public 2 years ago.
That is unreal, actually. What you're looking at is the pre-alpha client, what we call "prElyria" - we're using low fidelity assets for development purposes. Since the focus on development at this phase is rapid iteration of mechanics, spending time to build full-fidelity assets doesn't make a lot sense; mechanics can change rapidly and those changes can result in differing requirements from assets, which can mean that the assets themselves undergo rapid iteration. If the content team was spending that time building full-fidelity items with all their associated materials and shaders, the length of each iteration would be substantially longer and we'd lose time.
Hope that helps! :)
Posted By Snipehunter at 12:12 PM - Mon May 20 2019
Posted By HolyAvengerOne at 12:42 AM - Mon May 20 2019
Thanks for sharing, Snipe.
Sorry if missed something, but wasn't the game developed on UE4? These screens don't look much like what we saw in public 2 years ago.
That is unreal, actually. What you're looking at is the pre-alpha client, what we call "prElyria" - we're using low fidelity assets for development purposes. Since the focus on development at this phase is rapid iteration of mechanics, spending time to build full-fidelity assets doesn't make a lot sense; mechanics can change rapidly and those changes can result in differing requirements from assets, which can mean that the assets themselves undergo rapid iteration. If the content team was spending that time building full-fidelity items with all their associated materials and shaders, the length of each iteration would be substantially longer and we'd lose time.
Hope that helps! :)
Thanks for the answer, Snipe, once again :) It does help to have that communication, indeed.
Instead of coming up with a whole collection of assets, why not take generic ue4 assets as ph and then keep refining them? Seems more expensive to do two different art styles. Unless you're telling me there's close to zero work involved with the new art style?
If that last assertion is true, wouldn't it mean that you do already have a metric ton of art/effects/environment elements already done? And thus, could you not show us a lot more of prelyria for basically no additional work?
Posted By Snipehunter at 6:08 PM - Fri May 17 2019
it's functional but it's all just placeholder designer art and not necessarily indicative of the final display
Isn't the whole art right now just a placeholder? Or you mean "indicative of the final display" of the ph itself? Or do you mean that towards the final final display?
Just trying to wrap my head around this whole client deal here :) Thanks in advance.