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Iron Tower Studio Forums
RPG
The Age of Decadence
AoD Team
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Topic: AoD Team (Read 12731 times)
Vince
Developer
Posts: 4349
Re: AoD Team
«
Reply #15 on:
December 03, 2007, 10:29:30 AM »
We have adopted a narrow specialization program where one man's responsible for everything in his department. So, if you admire the visual aspects, that's Oscar. If you like the writing and quests, that's me. If you want to thank the guy who put the models, animations, textures, and dialogues together and made a playable game out of them, that's Nick.
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Kingston
Apprentice
Posts: 59
Re: AoD Team
«
Reply #16 on:
December 03, 2007, 12:57:08 PM »
Looking great, especially the carpet. That angle got me thinking about camera controls... how are they handled?
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Nick
Administrator
Posts: 823
En Taro Adun!
Re: AoD Team
«
Reply #17 on:
December 03, 2007, 01:29:10 PM »
Moving mouse pointer to the edges of the screen will move the camera along floor/terrain (X/Y plane). Arrow keys work as well. If you press Ctrl during this, you'll rotate camera around a point it's currently looking at. Mouse scroll zooms in and out.
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"Oh, 'twould be marvelous if the world and its moral questions were like some game board, with plain black players and white, and fixed rules, and nary a shade of grey."
The Black Company. Shadows Linger.
"But is the best good enough?"
(c) Oscar
MountainWest
Apprentice
Posts: 53
Re: AoD Team
«
Reply #18 on:
December 03, 2007, 01:52:38 PM »
Quote from: Nick on December 03, 2007, 01:29:10 PM
If you press Ctrl during this, you'll rotate camera around a point it's currently looking at. Mouse scroll zooms in and out.
That's only by default, right? That is: you get the option to change the key-binding? I liked how it was done in The Witcher (and mayhap other games) where holding down the middle mouse button allowed you to spin the camera around your character.
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Morbus
Expert
Posts: 1042
Wastelander
Re: AoD Team
«
Reply #19 on:
December 03, 2007, 02:10:29 PM »
Quote from: Nick on December 03, 2007, 01:29:10 PM
Moving mouse pointer to the edges of the screen will move the camera along floor/terrain (X/Y plane). Arrow keys work as well. If you press Ctrl during this, you'll rotate camera around a point it's currently looking at. Mouse scroll zooms in and out.
Don't make it like Prelude to Darkness please. One of the worst cameras I've ever witnessed. Anyway, a sims-like camera control set would be nice, but NWN1 control set is also nice. I guess it's all a matter of getting used to it, as long as it's functional.
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Wendigo Design
, by Tiago Sá
Nick
Administrator
Posts: 823
En Taro Adun!
Re: AoD Team
«
Reply #20 on:
December 03, 2007, 02:25:22 PM »
Quote from: MountainWest on December 03, 2007, 01:52:38 PM
That's only by default, right?
Yes, I made that for my own convenience mostly, and ready to listen to suggestions. You can start a thread about it, to keep all controls-related ideas in one place. I'll consider them all.
Quote from: MountainWest on December 03, 2007, 01:52:38 PM
where holding down the middle mouse button allowed you to spin the camera around your character.
That may be a nice idea, however in AoD camera is not locked on your character, you can move it around, like in most RTSs, for example.
Quote from: Morbus on December 03, 2007, 02:10:29 PM
Don't make it like Prelude to Darkness please. One of the worst cameras I've ever witnessed. Anyway, a sims-like camera control set would be nice, but NWN1 control set is also nice. I guess it's all a matter of getting used to it, as long as it's functional.
Hm, right now it's an RTS-inspired camera type, which is quite convenient. IMO, of course.
For those who instantly thought of camera from TGE's RTS Kit - you're partially right. However,
that
RTSCamera was hardly usable, so it served only as something to start with. Heh, to think about it, the only thing that left now is the class name
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"Oh, 'twould be marvelous if the world and its moral questions were like some game board, with plain black players and white, and fixed rules, and nary a shade of grey."
The Black Company. Shadows Linger.
"But is the best good enough?"
(c) Oscar
MountainWest
Apprentice
Posts: 53
Re: AoD Team
«
Reply #21 on:
December 03, 2007, 02:53:57 PM »
Quote from: Nick on December 03, 2007, 02:25:22 PM
Quote from: MountainWest on December 03, 2007, 01:52:38 PM
That's only by default, right?
Yes, I made that for my own convenience mostly, and ready to listen to suggestions. You can start a thread about it, to keep all controls-related ideas in one place. I'll consider them all.
Ok, good to know we're given the option to change the default configuration. As for starting a new thread: I'll pass the honour to someone with some nifty ideas to get the bad boy a rollin'.
Quote from: MountainWest on December 03, 2007, 01:52:38 PM
where holding down the middle mouse button allowed you to spin the camera around your character.
Quote
That may be a nice idea, however in AoD camera is not locked on your character, you can move it around, like in most RTSs, for example.
But you could easily translate it to "spin around central point of screen".
Having the camera not locked on the player character - or not giving that as an option - sounds like a bad idea. Over the years I think the "lock on character"-mode has been the most popular in isometric games for a reason. It just feels the most natural. I hated the way the camera (by default) delayed its tracking of the character in NWN2 (patch 1.10). In RTS's, where you have a lot of different units on different places to manage, a free camera is a must. But not so in an RPG, especially not in one featuring a single player character.
Anyway. You've played the game. I have not. In worst case it's a case of "getting used to" (though I really think the majority of players would favor the lock-on-player-mode).
EDIT: On second thought I could start a "controls"-thread with the above paragraph. See what people think.
«
Last Edit: December 03, 2007, 02:58:16 PM by MountainWest
»
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Vince
Developer
Posts: 4349
Re: AoD Team
«
Reply #22 on:
December 03, 2007, 06:55:42 PM »
Let's vote! Option A or option B?
PS. We are ready to record a combat trailer. Just tell us what color to go with.
[attachment deleted to save space]
«
Last Edit: December 03, 2007, 07:02:09 PM by Vince
»
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Special_Can
Journeyman
Posts: 124
Re: AoD Team
«
Reply #23 on:
December 03, 2007, 07:09:14 PM »
A.
I'm curious: In the weapon slot, what is the number at the bottom left? I can't figure it out.
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Quote
I roleplay. If there un-conscious, i just walk away and pretend there dead.
Tuomas
Craftsman
Posts: 314
Re: AoD Team
«
Reply #24 on:
December 03, 2007, 07:10:47 PM »
B
is clearer and feels *old* and used and decadent. It feels like a palace made of stone.
A
might be more visually pleasing for many people.
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Oscar
Developer
Posts: 3043
AoD Lead Artist
Re: AoD Team
«
Reply #25 on:
December 03, 2007, 07:13:50 PM »
Quote
I'm curious: In the weapon slot, what is the number at the bottom left? I can't figure it out.
Range of the weapon.
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"Hasta la victoria, siempre."
"Who has time? But then if we do not ever take time, how can we ever have it?"
Fryjar
Apprentice
Posts: 82
Re: AoD Team
«
Reply #26 on:
December 03, 2007, 07:28:33 PM »
Well, I vote for A since its visually more appealing and the dimmed light creates a denser atmosphere.
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roshan
Apprentice
Posts: 75
Re: AoD Team
«
Reply #27 on:
December 03, 2007, 07:40:47 PM »
I think a lot of the detail is lost in A..... everything stands out more in B. A looks too red. B gets my vote.
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star
Journeyman
Posts: 158
Die!
Re: AoD Team
«
Reply #28 on:
December 03, 2007, 07:43:50 PM »
Well,
A
looks like its a dark night outside and the room is only lit by candles (a bit too much orange maybe..), while in
B
it's more like a sunny midday and light is streaming in through some big windows. So i prefer both, for different times of the day, if thats possible at all.
«
Last Edit: December 03, 2007, 07:48:04 PM by star
»
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puppyonastik
Journeyman
Posts: 191
Re: AoD Team
«
Reply #29 on:
December 03, 2007, 08:20:37 PM »
I prefer option B as it shows off more of the wonderful work done on the textures. Option A is way to dark for me to enjoy it.
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