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game tries to be silly on bright side. dont ruin fun
I was mildly amused by the democorns when I first saw them, actually. Same with Dungeons 2 and their vampires that look like fanged plushies. Being silly is fine and perfectly in line with the tone set by the Dungeon Keeper games. Chunders are dreadfully unfunny, though.
It's like reading about the Biledemon in Dungeon Keeper^^
I don't want to harp on it because it's really nit-picking, and chunders are only one part of the larger problem I have with WftO's creature design. You can definitely tell that effort was put in to the underworld creatures to make them unique or different from other games, with mixed results. For example, gnarlings: they're goblins. Goblins with a weird name and that's it, I don't know why they didn't just get called goblins. Augre is kind of witty for a name (augmented ogre, hah hah, I get it), and crackpot is kind of amusing, but the witty names don't continue for beastmasters and necromancers. And on those...what are they? Are beastmasters supposed to be orcs? What about necromancers? In this universe, is necromancer a type of monster or a profession? Because that thing definitely doesn't look human or like any other creature I can see.
Whatever creative spark went in for the underworld forces didn't carry over for the good guys. The heroes are just a very standard array of humans and dwarves, that's it. I'm not against that, for the record, most of my favorite settings use cliche fantasy races. Just they don't feel like they belong in the same game as the creatures they're fighting against.
...and sorry for the rant. I know this really doesn't matter in the grand scheme and it's nitpicking, but seriously the aesthetics of this game turn me off so much from what should have been one of my favorite games ever.
I agree with your points on chunders and beastmasters. As you point out though, these are fairly minor points. I personally think that the gameplay, overall, more than makes up for this.
Gnarlings are creature created from a spore from a giant mushroom.
The Crackpot is also a Spore from the whaleshrooms.
The Necromancer is a rottening/dying spore who learned aciant magic about necromancy.
The Beastmaster is a mutated Piglet! How dare you disrespecting Piglets, especiall not if you want to call yourselfe a DK fan D:
jk, but micro piglets are stalking your dungeon
8GB of memory in 2019?
Many laptops are actually packed with 8gb of ram. So are lots of decent gaming pcs. Such amount of memory is standard and usually is enough for many games. WFTO sadly suffers from some memory leaks from time to time, leading to much heavier consumption of ram, making game less and less stable or simply unplayable at some point.
Doing save / load does help freeing some Ram back, but sadly also breaks games scripting mechanics, rendering many maps unusable. These problems seem to plague WFTO for very long time already.
Any decent "gaming" PC will come with at least 16GB of ram.
That is true band quite a few games on steam have been developed by newbie devs.
After searching for the game engine that the devs used to create this game my guess was as predicted correct. They used Unity which most newbie devs use. Cities Skylines also runs like complete **** and that was also created by devs who were not skilled enough to use another game engine and resorted to Unity. Parkitect devs also used this game engine and the game ran like **** too but they were at least skilled enough to make tweaks and get the game running well. The devs for Cities Skylines were too lazy or just were not good enough to make such tweaks and it maybe the same issue here.
They did a lot to improve and optimise the game, but they said that they cant do much more, unless recoding the entire game.
The game was the first title of a around 20 unexperienced people all around the world, who didn't had a structure in the code, which is now just spaggethi code.
Nowadays the Dev's have more experience and learned from WFTO mistakes. I wouldn't called them unexperienced, at lest not nowadays, better judge them on their next title, because WFTO had a really messy developement.
Is Unity the engine for bad Dev's or is it easier?
Na, I think it's more like useing a software which you are most confident with. Imagin it like, you are used to edit images with Photoshop and now you have to ise Gimp, very similar but you have to relearn stuff
Unity is free at the beginning, I think that's why they have choosen it.
I hopr that somewhat explains the bad performance. I don't try to defend it, I just accepted it at this point.
Noontide, please correct me if I got something wrong or if I missed something