Yeah but again, it would look better than System Shock 1 and Ultima Underworld, and that is good enough for meJonas wrote:Problem is it wouldn't be that immersive with Unity .
Still Think Jock Is a Madman After the Chat at NY Bar...
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- Illuminati
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Re: Still Think Jock Is a Madman After the Chat at NY Bar...
- Hassat Hunter
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Re: Still Think Jock Is a Madman After the Chat at NY Bar...
@ Gamer; Probably the gigantic work involved.
Also, somewhat dubious if people this age (ugh) would accept first person that doesn't look like super-next-gen.
Also, somewhat dubious if people this age (ugh) would accept first person that doesn't look like super-next-gen.
Can somebody tell me how I can get a custom avatar?
Oh wait, I already got one...
Oh wait, I already got one...
Re: Still Think Jock Is a Madman After the Chat at NY Bar...
Yeah in seven years!gamer0004 wrote:A team of unpaid people were able to make TNM
Both.Is that everything to do with size of the maps? Or would making a game like DX require an insane amount of programming what with all the systems required in such a game?
They wouldn't. Not enough people to justify the effort (thus cost) to develop the game, anyway. Hell we're on our third art revision for Clandestine right now (it's not even first person!) because people wouldn't shut up about how low-detail our art style was. We'll fucking show them with this next revision though!Hassat Hunter wrote:Also, somewhat dubious if people this age (ugh) would accept first person that doesn't look like super-next-gen.
Jonas Wæver
Chief Poking Manager of TNM
I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
Chief Poking Manager of TNM
I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
Re: Still Think Jock Is a Madman After the Chat at NY Bar...
Yes, but you said yourself that if you would've had a clear idea of what you were going to do, you could've done it in 2. It was 7 years, but that was with a team of unpaid, untrained volunteers who for the first few years barely knew they were making a huge conversion mod (it started as a single map, right?). But of course most of the systems were already in place.Jonas wrote:Yeah in seven years!gamer0004 wrote:A team of unpaid people were able to make TNM
I guess it depends on how you do it though, if you make it really cartoony with bright colours you can get away with less detail than if you use a more realistic colour palette.Jonas wrote:They wouldn't. Not enough people to justify the effort (thus cost) to develop the game, anyway. Hell we're on our third art revision for Clandestine right now (it's not even first person!) because people wouldn't shut up about how low-detail our art style was. We'll fucking show them with this next revision though!Hassat Hunter wrote:Also, somewhat dubious if people this age (ugh) would accept first person that doesn't look like super-next-gen.
Still, Mount & Blade was very successful despite - let's be honest - looking crap.
Re: Still Think Jock Is a Madman After the Chat at NY Bar...
Yes and no. Making a highly stylised game that looks good enough to attract a wide audience is almost as hard as doing high-detail art. First-person or third-person games that are highly stylised tend to either be for children or a fairly limited indie audience. Team Fortress 2 may seem like an exception to you, but it was actually fairly high tech when it came out - their characters use a lot of shaders, for example. Borderlands is similar - it looks low detail, but it's not.gamer0004 wrote:I guess it depends on how you do it though, if you make it really cartoony with bright colours you can get away with less detail than if you use a more realistic colour palette.
Additionally, when you can't just use doctored photos as your textures, you have to hand-paint all your textures, which takes a long time. What I'm saying is yeah you'll save a lot of time, but not as much as you might think, and it will limit your audience. If you're making a platformer or an adventure game, it's different.
Yeah but Mount & Blade offered a game experience that no other game offered. If you're going to make an FPS that looks like that, you better have an ace up your sleeve, and "it's kinda like Deus Ex" will not cut itStill, Mount & Blade was very successful despite - let's be honest - looking crap.
Listen, even Conquistador has received flack for its low-detail art style, and that's an indie RPG for crying out loud. Around these parts, we have a real tendency to underestimate the importance of graphics to most gamers. The hard core old school market is a lot more limited than we'd all like to believe, actually publishing a game for our segment has opened my eyes to that.
And even if the audience is there, good luck convincing a publisher that this is the case. And if you can't convince a publisher, good luck funding the development of the game. Talented and experienced game developers don't work for free.
Jonas Wæver
Chief Poking Manager of TNM
I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
Chief Poking Manager of TNM
I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine