I'm liking the exploration concept art. The 3D Mukay itself is quite awesome already, but the surrounding screens, plants, and other details look like static placeholders, so I'm guessing they are yet to be done.
prodigalmaster
Fallout 4 and SMITE, mostly.
[quote who="HenriHakl" reply="102" id="3608611"] In contrast, I think it is crazy to to demand physics-accurate planets; but also demand aliens that are portrayed grimly realistic, surrealistic, and cartoony zany with exaggerated dimensions depending on the alien. Playing the "StarControl2 did it" card to explain away the creative liberties taken with our established knowledge of the cosmos and how evolution works. [/quote] Sorry, but this is pretty much a Straw Man.
Interesting, didn't know they actually had an effect!
[quote who="Myzimensi" reply="68" id="3608406"] I was under the impression the Utwig-suppox alliance did give more time but the thraddash didn't (as they were terrible). [/quote] You are correct. The Utwig-Suppox gave the player a whole extra year, lots and lots of time. [quote who="Kavik_Kang" reply="71" id="3608418"] Hmm... I can see what you are saying. Adventure games are not generally my thing, SC is one of the few I have l
[quote who="GnarlyFurtardo" reply="9" id="3608217"] Thing only tangible outcomes that affected gameplay (that I could see) with the Thraddash seemed to be that either you could use their ships or not. If you got them to fight the Kohr-Ah or if you sent the Ilwrath on them, it really had no other effect on gameplay. [/quote] If you got them to fight the Kohr-Ah or sent the Ilwrath on them, their part of the Ultron was left unguarded, so you could pick it up wi
[quote who="IBNobody" reply="5" id="3608184"] There needs to be SOME sort of RP mechanic in place, though, to encourage further combat and exploration. SC2's RU/credit system was too basic and topped out a specific point. Combat an exploration became a chore once you bought everything you could. (Vaelzad agreed and said that SCR was going to address this.) [/quote] I agree. I wouldn't even call it a chore tbh. At that point there was nothing relev
RP elements in terms of mechanics? Not Really. RP elements in terms of significant choices & consequences? A little bit. Amusingly, I think the Thraddash were the only part of SC2 that allowed for different outcomes based on player choice. You could "conquer" them and establish a new culture (get their ships), trick them by sending them to fight the Kohr-Ah, or have the Ilwrath destroy them. Oh, and the Pkunk, too, in a limited way. Merged with Yehat
And a tiny cherry.
[quote who="IBNobody" reply="60" id="3607943"] I understand that you are trying to make a distinction that puts timers in a better light than triggers, but the true menace is missable content. That's one element that drives people to meta gaming and guides. It's hard to avoid missable content, though. That's why it comes down to a choice. Do you want a system where the game imposes content lock outs (Do this by 20xx or else!), or do you want that
[quote who="IBNobody" reply="58" id="3607924"] Quoting prodigalmaster, reply 57 But anyway, a system that encourages metagaming or using outside sources to figure out a game's chronology just doesn't seem very good to me. Does this statement only apply to Act systems,
I finished my replay a few days ago. It's funny how the QuasiSpace portals in SC2 are almost a perfect spoiler of where you'll have to go to get the important story items. Those clever Arilou thought of everything. I didn't notice that the first time I played, but it's very apparent on subsequent playthroughs.
[quote who="IBNobody" reply="52" id="3607830"] The act-based system is how I prefer modern RPGs. Pillars of Eternity and Divinity: Original Sin both fit this mold. When I play these games, I always clear out any sidequests before I continue with the story. And before I continue the story, I always go to a FAQ and see if I had completed all available quests. [/quote] In less linear games the distinction between side/main/story quests is not always immediatel
[quote who="IBNobody" reply="45" id="3607783"] I'm not disagreeing with you. I brought up FO2's slide deck because Volusianus wanted a "REAL lose condition". The game needs to be fluid and react to player choices. You provided some great examples of events. The contention points, though, are... Whether or not one-time events should happen automatically (on a timer) without some sort of player input. <
[quote who="IBNobody" reply="42" id="3607682"] Losing conditions, failing quests, etc: Consider Fallout 2. There is no losing condition in Fallout 2 (other than dying in combat, etc), and yet the slideshow at the end shows how your actions led to prosperity or destruction. If you do nothing and let a town wither away under a despot, couldn't you consider that a failure? These kind of losses are meaningful. No matter what decisions I make or how I r
[quote who="Awkbird" reply="22" id="3607394"] I've had a cover of the Hyperspace theme on Youtube for nearly two years. The "2014 Update" which is now nearing 20,000 views. It is actually the top search result for Star Control Hyperspace videos in search engines. My only intention was to remaster Riku's original composition to give it a fresh sound, as though it were written today with modern technology, and with very few creative liberties taken. I don't consider
Catchy. :)
[quote who="IBNobody" reply="4" id="3607314"] The race is very opinionated and had a diverse view on what elements of this parallel universe were superior. They constantly debate the merits of said elements, with some emphasizing combat and others pushing for further exploration. [/quote] Lets just have a doctrinal conflict. Afterwards, the losing side will fly against the hype, destroying everything in their path. The winners will fly with the hyp
I just had the impression they are past brainstorming aliens, and probably have a rough alien roster by now. [quote who="Volusianus" reply="2" id="3607285"] P.S. That is a beautiful concept. [/quote] Wow. Thanks![e digicons]:)[/e]
But we're doing this just for fun, right? Anyway, I'll play along. An energy-based race evolved amidst the storms and swirling clouds of a gas giant. Due to the limitations of their environment, and the nature of their physiology; their culture, technology, and language are strictly entwined with the only thing they can conceivably work with: Their own somewhat ephemeral bodies. As a result, as opposed to human languages, theirs knows no distinction between sign
By the way, I recently heard about another game featuring exaggerated planets, it's called "The Universim". This is what they look like there:
[quote who="Vaelzad" reply="64" id="3607073"] The problem is that if you differentiate the two too much then you have 2 aspects of the game that do not belong and you don't have a cohesive art direction for the game. This is one of the bigger game development challenges that we have, how do we keep the fun of SC consistent throughout the game and have it all feel like it belongs together. [/quote] SC2 was kind of a patchwork
With other dimensions you can be the cake and eat it, too! Yes please.
[quote who="dogchainx" reply="57" id="3606863"] Turn it into this: [/quote] Umm... But that looks similar to some visualisations from SC3: </
[quote who="Xenove" reply="37" id="3606920"] I suppose fuel in itself is already a timed constraint. But perhaps there should be 2 kinds of fuel (or 2 different kinds of warp drives). The normal fuel (or drive). And a superfuel (or superdrive) that allows you to travel much faster. The other superfuel or superdrive can only be used sparingly perhaps with a recharge rate and quick depletion. Maybe it recharges fuel/energy by collecting dark matter. So not only do you have an emergency dri