Good one kiryu
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"Occam's shuriken: when the answer is elusive, never rule out ninjas." -- Dr. Gordon Freeman (Freeman's Mind)
"lol" -- VERRIKER VON ERWINSSEN
I guess the other half went to keeping clothes away from the female units...
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It is with a heavy heart that I must announce that the cis are at it again.
Storm-Giant said:The problem is not necessarily 3D, but Ubi. It is possible to have a 3D battlefield and show all the units in good sizes. For example:
Of course 2D has the distinctive advantage of offering much lower requirements, which should bring good optimization (something we're yet to see in a Ubi Heroes).
GenyaArikado said:
Because those battlefields are tiny.
They can easily be increased, and still they would be clear, without problems that H6/7 have.
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"Occam's shuriken: when the answer is elusive, never rule out ninjas." -- Dr. Gordon Freeman (Freeman's Mind)
"lol" -- VERRIKER VON ERWINSSEN
In fact, I prefer cutscenes over text boxes. Big chunks of text on PC screens are tiring to read. Besides, I get easily distracted while reading on PC, so I don't remember that much compared to the cutscenes.
Well, textboxes are easier to make from both a programming and financial standpoint, perhaps I can agree that cutscenes should be used in a first person view or some kinds of rpg to don't break immersion. To set up the scene you must program triggers, stop the actual action, create (special) models that look good from close-ups, then you also got to pay for voice acting which will also require dubbing for localization, maybe hire a professional recording studio, also don't forget how awkward it would be to change voice actors between expansions. While textboxes are easy to do, you got them in the game anyway, no need for other triggers, animations, voice acting etc. Maybe give them a nice letter look if you want extra design, a portrait of the character besides his dialogue lines and that is.
dark-whisperer said:I wouldn't pay more than 20eu for 2D game.
EnergyZ said:But you can learn much more by reading. Besides, cutscenes need more money to make them and include voice and sound effects into it.
For me it's the other way around. Speaking of the second argument - I agree with that. Still, my opinion remains the same. It may be because I'm an audile, so hearing information rather than reading them makes me learn quicker.
PS. An interesting fact. Two groups of students read the same books The first one read inthe traditional, paper version, while the second one did the same thing, but the second one read it on Kindle or Kindle-like device. While both groups remembered plot quite well, the first one got more details from reading than the second one.So, if you have a choice, stick to the classic, paper edition.
GenyaArikado said:Because those battlefields are tiny.
Try the battlefields of Age of Wonders 3. Those are in 3D as well but can be quite large, but still look good. It actually allows for logical and sensible combat tactics, including flanking and the like.
Try this YouTube link, a game review of AoW3 by TotalBiscuit. There are ingame battlefields shown at minute ~10 (an open battle), minute ~21 (a dungeon battle) and minute ~38 (a city siege).
I think the world "need" is inducing people to answer no. It's like asking: do we need a 40 inch hd led to watch a good movie? Of course not, we can use this beauty instead:
Or even better, we could forget the movie and hire this guy
Now seriously, I think a better question would be "should the game be in 3d?"
Imo,
- battle map: should be in 3d and maybe bigger.
- environment: would prefer it in 3d, but could live with 2d.
- town screen: should be in 2d, most likely the gains don't offset the costs.
I am ready to give up on 2D if designers show at least some understanding on what is about this game.
The problem, as I see it, is the total incomprehension of battle mechanisms, of player psychology, of what our eyes get focused on in first. Take H5-7, they are much more excited by the initiative bar than the battle itself readability, thus they put initiative bar in bottom, cutting the direct relation our mind must have with battlefield first plan. Then they are really aroused by all sort of plants and trees, which results in 60% nature pantheism logorrhea and the 40% remaining some microscopical unidentified but moving pixels, which took 50 hours each to design and polish, granted that you ever see them in rel size, which you won't.
ShardofTruth said:Also, if possible, could you link a source for the claim the the twonscreens of Heroes V consumed half the game's budget? I've never heard this before.
Half of the game's art budget, but yeah.
That's why I hate marketing. Same can be said about votes in the council: "yeah, you voted and it sorta matters (for justifying our word in legal purposes, huehue), but it ain't gonna change what we're doing here". After seeing such remarks I feel pi.. hm, rained and snowed on.
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Beerrows of Malt & Magic
Quote:In fact, I prefer cutscenes over text boxes. Big chunks of text on PC screens are tiring to read. Besides, I get easily distracted while reading on PC, so I don't remember that much compared to the cutscenes.
Idk, I actually absolutely loved H4's huge text boxes in the campaigns (hated the idea as a preconception, but I really got into it once I started reading them), but mostly since it wasn't generic crap as in H6.
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"No laughs were had. There is only shame and sadness." Jenny