@ Hazz
It's starting to look like we will have some form of enterable buildings, but certainly not all the buildings, and the ones that ARE enterable will - because of the nature of the BCG - be somewhat ruined. We'll show you what that means soon.
@ Hazz
It's starting to look like we will have some form of enterable buildings, but certainly not all the buildings, and the ones that ARE enterable will - because of the nature of the BCG - be somewhat ruined. We'll show you what that means soon.
Now that the kickstarter has finished & you're, presumably, down the pub drinking our pledges... er, i mean up to your necks in development work, would it be possible to have some ort of sticky thread that shows a simple list of what areas you have completed, are being worked on, planned for the future and being considered if there is time?
Not so we can keep track of you, just out of interest really, and so we can give helpful suggestions (or unhelpful ones!) on progress etc.
That's a pretty good idea. We are planning some regular updates, anyway. Like a weekly blogpost showing stuff we've done. I will do that asap actually, cos we've got some art assets in already.
Hi, the new day/night cycle video is very nice, I was wondering if you've tested properly dark night lighting? One of my favourite Stalker mods does this and makes it almost impossible to see more than 10m without some sort of light source. Amazing atmosphere.
Might not fit Sir's game mechanics of course.
Last edited by JohnArr; 12-14-2012 at 11:45 AM.
Hiya
Our nighttimes will not be so dark that you need a lamp or something to see. It's always a full moon and a full moon casts an awful lot of light.
From a purely mechanical point of view we don't want there to be that much difference between playing during the day and playing at night, basically because we don't want that situtaion where you feel like you can't enjoy half of your playtime because it's 'too dark' and you don't happen to like playing at night. Night should feel different, but not harder.
At the moment the only way we have planned for the end user to modify darkness like that would be with the actual overall brightness and gamma settings.
Having said that there basically isn't anything stopping us exposing the variables for moonlight brightness and nighttime ambient light - the two variables that would have the desired effect you're after - other than the time it would take to add them to the graphics settings. So we COULD do that, and have it as part of the world generation settings. In short, we'll seeremind us when we start posting shots of the world gen menus
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I noticed in the screenshots and videos that there's really no antialiasing. Is it just low on the list of important things, and when it is implemented, will it be post processing, msaa, ssaa, etc? Not too many games have a proper ssaa option, and it'd be really cool to have that in there if possible.
Also, reading the description of the video, I saw something about island transitions. How many islands are there going to be in a usual playthrough, and about how large are each of them going to be?
Overall looking really good. Can't wait for it to be released.
Re Islands: each islands is about 1km on a side and there are currently 5 islands per world (though we may increase this to 9).
Re AA: We certainly DO have aa, and there's actually nothing stopping us implementing a post processing solution for those who prefer to use that. Unity makes it relatively trivial for us to include FXAA, SSAA, DLAA so we'll certainly consider that.
Not too many people on this forum are there? Another question. Are bullets modeled and affected by gravity, or are they hitscan?