I dont see why, we'll end up using less textures than if we have one texture per expression, and we'll have a wider range of expressions. And its not any more difficult to do.Sounds like a bit of overkill, don't you think?
I dont see why, we'll end up using less textures than if we have one texture per expression, and we'll have a wider range of expressions. And its not any more difficult to do.Sounds like a bit of overkill, don't you think?
Except in most cases you can't simply mix: for instance angry eyebrows, happy eyes, and a frightened mouth and get an actual expression. If done well, you can usually identify the expression by the eye or mouth alone. Happy eyes, for instance are different from the eyes in any other expression-- so you can't mix it and get another real expression.glasz said:I dont see why, we'll end up using less textures than if we have one texture per expression, and we'll have a wider range of expressions. And its not any more difficult to do.Sounds like a bit of overkill, don't you think?
Each player seeing a different face would be simplest to code, i'd guess.overdhose said:But what will happen in multiplayer? will each player see a face from his perspective, or how will that work?
Let's say, 2 pc's walk towards a mob, pc1 is stronger the npc whimpers and pc1 continues. However, PC2 is weaker and will get attacked (purely fictional example). How will you handle the mechanics...
You are quite welcome =)Hi R3B3LCAUSE and thank you for the feedback
To me the simplistic state of the game contributes the feeling of mystery, not really knowing what to expect and the feeling that there is more to it all (as in what it will become).As much as I don't want to pick on our achievements so far I'm not sure we have enough stuff in the world yet to get any sort of true feel for it, like whimsical or mysterious. It's just a big wide open world of blocks with some trees and an occasional bouncy gelatinous cube.
As long as the user has some degree of control over the 'flavor' of the races then it should turn out very well.Steampunk isn't meant to be an overwhelming flavor, more of a subtle undertone (actually adding mystery and intrigue!), at least until the player really builds up a lot of fanciness. The world won't be filled with smokestacks and steam-powered trains. On top of that there's the nature-worshipping race, and both those together make up the "Untrue Tao" game mode. Which is one among several, you could sandbox away with less than that and one day play with a dozen flavored races.
Yes, I was referring specifically to the maximum depth you can dig to. And for the creative tools. Also this has probably already been thought of but it would need a system for sharing creations (mods).All the creative tools like in-game content creation we hope to provide. Biomes with floating islands too. Although, what do you mean about hard limits on tunnels? If that relates to the height limit of the game then that's going away also.
Good point haha. I would say that while it is technically a genre, it is almost completely undefined, meaning it could be whatever you want it to be. I think a freely changing 'dream-like' feel would allow the game to become whatever the user wants it to be, sometimes with little or no changes to game content.Incidentally, I would call abstract and hard to classify itself a genre