Yes...just..........yes....
Thank you, based Lab Zero Games! =ORavidrath said:
No, that's just background trickery - Battletoads did it on the NES. THAT stuff, we can do, but I dunno if we want to.
We really appreciate your presence though. Well, I'm supposed to be speaking for myself, at least, but I'm pretty sure I am not the only one.
Wait, like dub and stuff too or just text with an English dub?
A rotating camera is a terrible idea for this game, because it involves drawing a shitload of new sprites by several orders of magnitude.
Doom had 8-way sprite rotation. That means that sprites still looked pretty flat because they only changed every 45 degrees, and if Indivisible had a similar amount of rotation it would involve 5 times the artwork for literally every playable character in the game (front, 45 degrees front, side, 45 degrees back, back) unless you want the sprites to stay forever static. And that's for an effect that's dated back to 1992! Final Fantasy Tactics is locked to an isometric angle, and while it has occasional orthogonal sprites none of them are properly animated and thus a true Smash-style camera mode would be impossible. As such, you can only see characters fight from 4 possible vantage points, and even that requires-- you guessed it-- 2 times the artwork minimum (front and back).
A Smash Bros-style pause and go anywhere camera mode is possibly the worst idea I have heard for this game yet.
Do you guys have an idea yet of how much the finished game will use full 3D models for backgrounds? I think part of the reason Tank originally brought up the rotating camera, was because he noticed some of the BGs in the prototype were using mostly 3D rendered shapes. That doesn't necessarily look like the style you guys are planning for the finished game though.
What? Dub on all the other languages will be really costly and bothersome. Remember: they said that even for english dub main goal includes only battle lines. There's no way they going to localize dubs.Wait, like dub and stuff too or just text with an English dub?
If you go for a localized dub you better choose the Italian one carefully. We have a long tradition of terribly dubbed games, even though we have one of the best dubbing schools in Europe/the world (actually I don't know much about that but still very good). We get good-amazing dubs in only films, anime (from the 2000s ones at least) and Blizzard games.
Peter said that it has more to do with level design. Some places will be unique setpieces handdrawn by environment artists. Some key locations maybe or stuff like that, while majority of levels will be put together with more common 3D technology.Do you guys have an idea yet of how much the finished game will use full 3D models for backgrounds? I think part of the reason Tank originally brought up the rotating camera, was because he noticed some of the BGs in the prototype were using mostly 3D rendered shapes. That doesn't necessarily look like the style you guys are planning for the finished game though.
Like, the outdoor areas shown so far seem more reminiscent of the BGs in Skullgirls, where the mixture of 3D and 2D assets achieve a more "hand-made" appearance. That style meshes really well with the sprites, so I feel like that's closer to the look you guys are aiming for.
ravidrath said:
The tapir has a name! And animation!
Is it because you call stupid people tapirs or you just call tapirs stupid?Curious facts: In brazilian portuguese tapirs are also known as "Anta".
https://pt.wikipedia.org/wiki/Tapirus
"Anta" is also a slur applied to a stupid, idiotic person.
Except a donkey is actually useful :P
That's a fool's bet, you know there's no Sept 31st.
Of course there is. Next you'll try to tell me that there's no February 30th.
The public release will be via a link on the crowdfunding page, so that's not really "supposedly". :^)
Teasing the announcement of the announcement? That's thinking like a AAA, now!
I will never understand why they thought that was a good idea.
I think the video was displaying Parallax scrolling but the screen rotating stuff in later stages of Ghouls and Ghosts is the mode 7 goodness.
PS2 had 32MB of RAM. 256MB of CPU RAM and 256MB of video RAM is a huge step up, and they divided it because when you are using un-changing textures it's fine to slowly put them into video-card RAM one time.
It's not really parallax, parallax is different parts of the screen moving at different rates to simulate 3D like the floor in SF2. That's more just, changing the background to make it look like the CAMERA is moving in 3D. Like I said, Battletoads did it on the NES.
I'm pretty sure I remember the boat level of SG&G having some parallax stuff but battletoads definitely did it too.
That just gives me another reason ot get a ps4. (Assuming you are console releasing at all.)