Baldur's Gate 3

Baldur's Gate 3

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the game is butt ugly
i know its an early build but dear lord everything is turd colored and the characters all look like they're made of wax. the animations are dragon age levels of terrible. i thought the game industry had evolved but this looks straight out of 2010.
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Zobrazeno 3145 z 74 komentářů
It actually looks pretty good to me, for a D&D game and for an unfinished product. Can't wait to see how it turns out. Definitely going to pick it up and probably get it for a friend too.
The palette is bad, and the shadows need to be made dynamic, not baked in, and deeper. Maybe characters hiding in shadows can be made partially translucent, to show how hidden they are (what their dice chances are of avoiding enemies.) This means actually navigating moving shadows.
Naposledy upravil Sword that Slays Wisdom; 29. úno. 2020 v 16.07
ToveriJuri původně napsal:
Schizm původně napsal:
The budget is is probibly around 4-7 million dollars if not less. Probably less, which sounds like a lot but most AAA games have a budgets of over 30 million and thats on the lighter side of things. Most of it will be made up of marketing near release.

4-7 is absolutely tiny. Are you sure it's not more? Larian has way too many employees for the budget of BG3 to be that small.

It might be more depending on how much they pay there employees. But the budget for the 2nd game was at least 2 million as that's what they raised on kick starter. It was more as they already invested there own money and just wanted to increase the scope of the game.

The absolute most I can see for a cRPG like Baldurs Gate 3 is 8-15 million. But honestly I'm bettering less.
Naposledy upravil Schizm; 29. úno. 2020 v 16.10
L3wt 29. úno. 2020 v 16.09 
DawnrazorDCLXVI původně napsal:
The palette is bad, and the shadows need to be made dynamic, not baked in, and deeper. Maybe characters hiding in shadows can be made partially translucent, to show how hidden they are (what their dice chances are of avoiding enemies.) This means actually navigating moving shadows.

Hell yes.
DawnrazorDCLXVI původně napsal:
The palette is bad, and the shadows need to be made dynamic, not baked in, and deeper. Maybe characters hiding in shadows can be made partially translucent, to show how hidden they are (what their dice chances are of avoiding enemies.) This means actually navigating moving shadows.

Shadows are dynamic, though? Have you seen the gameplay demo and where he explains about being able to manipulate shadows and lighting to provide concealment?
I forgot to mention, more contrast between colors, to differentiate different surfaces and the materials they are made of. Metal should be reflective. Clothing should not.
Hobocop původně napsal:
DawnrazorDCLXVI původně napsal:
The palette is bad, and the shadows need to be made dynamic, not baked in, and deeper. Maybe characters hiding in shadows can be made partially translucent, to show how hidden they are (what their dice chances are of avoiding enemies.) This means actually navigating moving shadows.

Shadows are dynamic, though? Have you seen the gameplay demo and where he explains about being able to manipulate shadows and lighting to provide concealment?

That's actually a reason they are probably not dynamic, if you can manipulate something than having it be ever moving and changing would actually hinder that and make implementing such a mechanic a pain in the ass.
Hobocop původně napsal:
DawnrazorDCLXVI původně napsal:
The palette is bad, and the shadows need to be made dynamic, not baked in, and deeper. Maybe characters hiding in shadows can be made partially translucent, to show how hidden they are (what their dice chances are of avoiding enemies.) This means actually navigating moving shadows.

Shadows are dynamic, though? Have you seen the gameplay demo and where he explains about being able to manipulate shadows and lighting to provide concealment?

I'm watching the video now, I'll give my thoughts to get to it. But I am thinking in terms of almost puzzle-like cat-and-mouse gameplay, where certain shadows are moving all the time, like a moving light source, flickering torches, et cetera, and you have to navigate a maze of moving shadows by keeping up with them. Even lightning could illuminate your character.
Naposledy upravil Sword that Slays Wisdom; 29. úno. 2020 v 16.17
Schizm původně napsal:
ToveriJuri původně napsal:

4-7 is absolutely tiny. Are you sure it's not more? Larian has way too many employees for the budget of BG3 to be that small.

It might be more depending on how much they pay there employees. But the budget for the 2nd game was at least 2 million as that's what they raised on kick starter. It was more as they already invested there own money and just wanted to increase the scope of the game.

The absolute most I can see for a cRPG like Baldurs Gate 3 is 8-15 million. But honestly I'm bettering less.

They made a lot of money with DOS2 and have expanded as a company. and I don't think Kick starter was the entire budget for that game. This point is completely pulled out of my ass with no realistic basis to it so no need to take it very seriously. Your first estimate just felt small for a company the size Larian.
Schizm původně napsal:
Hobocop původně napsal:

Shadows are dynamic, though? Have you seen the gameplay demo and where he explains about being able to manipulate shadows and lighting to provide concealment?

That's actually a reason they are probably not dynamic, if you can manipulate something than having it be ever moving and changing would actually hinder that and make implementing such a mechanic a pain in the ass.

Considering what the stealth rules actually are in 5e and what constitutes Light and Heavy Obscurement, it's not as complicated as it sounds.
Hobocop původně napsal:
Schizm původně napsal:

That's actually a reason they are probably not dynamic, if you can manipulate something than having it be ever moving and changing would actually hinder that and make implementing such a mechanic a pain in the ass.

Considering what the stealth rules actually are in 5e and what constitutes Light and Heavy Obscurement, it's not as complicated as it sounds.

Considering Dark Souls had a real darkness area, that might also be a fun one-off. Like, have an area where infravision matters, that or you have to carry a torch.
zero 29. úno. 2020 v 16.18 
Hobocop původně napsal:
Schizm původně napsal:

That's actually a reason they are probably not dynamic, if you can manipulate something than having it be ever moving and changing would actually hinder that and make implementing such a mechanic a pain in the ass.

Considering what the stealth rules actually are in 5e and what constitutes Light and Heavy Obscurement, it's not as complicated as it sounds.
it might not be the rules themself but more of from a technical standpoint as you'd have to porgam in a constant moving check zone, if its dynamic, its easier to do this with static things, or things that move consistently (IE the thief series)
zero původně napsal:
Hobocop původně napsal:

Considering what the stealth rules actually are in 5e and what constitutes Light and Heavy Obscurement, it's not as complicated as it sounds.
it might not be the rules themself but more of from a technical standpoint as you'd have to porgam in a constant moving check zone, if its dynamic, its easier to do this with static things, or things that move consistently (IE the thief series)

That's what the out-of-combat turn-based mode is for.
ToveriJuri původně napsal:
Schizm původně napsal:

It might be more depending on how much they pay there employees. But the budget for the 2nd game was at least 2 million as that's what they raised on kick starter. It was more as they already invested there own money and just wanted to increase the scope of the game.

The absolute most I can see for a cRPG like Baldurs Gate 3 is 8-15 million. But honestly I'm bettering less.

They made a lot of money with DOS2 and have expanded as a company. and I don't think Kick starter was the entire budget for that game. This point is completely pulled out of my ass with no realistic basis to it so no need to take it very seriously. Your first estimate just felt small for a company the size Larian.

No you are correct I even said it wasn't their entire budget they added to it especially considering the first games budget was around 4.5 million. It actually almost bankrupted them.

They made 83 million with DoS2, I just don't see this niche genre having a massive budget. I could be wrong and it could be 20 mill.
zero 29. úno. 2020 v 16.22 
Hobocop původně napsal:
zero původně napsal:
it might not be the rules themself but more of from a technical standpoint as you'd have to porgam in a constant moving check zone, if its dynamic, its easier to do this with static things, or things that move consistently (IE the thief series)

That's what the out-of-combat turn-based mode is for.
well yes, but that wasn't the point i was making, i was stating from a programing perspective its complex enough when the hide/reveal zones move in consistent patterns, if you had to create something to register those zones for every cloud shadow that goes by, the game could very well start running poorly, as it'd be a constant check for the game to consider.
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Zobrazeno 3145 z 74 komentářů
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Datum zveřejnění: 29. úno. 2020 v 13.39
Počet příspěvků: 74