KingAl wrote:Technically, Diablo was a clickfest with RPG elements :P
It contained RPG elements? Man, I must have been so busy clicking that I missed those. :\
xander
QuadeHale wrote:...
Where are the stadiums? the lone "tallest" skyscraper? The parks? I realize that oftentimes these are the bits that are handpicked for location... but given all you've done, it seems the next obvious step, even before street-level detail. What about taking into account what's "off" the map: a major highway route would have more along it than other parts of the city.
Like I said, while it all looks fantastic, it seems to lack that last bit of variety, that human touch that I'm sure you could put in. What about the slums? Chinatown? Waterfront property: harbors, docks... Industrial complexes, surrounded by mostly roads and terrible, small housing. These are the bits that strike me as most important. Navigating a city such as the one generated in the video would be nigh on impossible except by street name. A true city would be one where when you woke up on a bench not knowing where you were, you could tell what part of the city you were in.
...
QuadeHale wrote:From the sounds of things, it is supposed to be...
skull13 wrote:In other news, a possible setting has occured to me:
It takes place after Uplink, in which Revelation has wiped out the Internet.
Not knowing who to blame, corporations now have trained military forces and battle it out, as the government has foolishly relied on corporations to rebuild the internet. Now, each one wishes to be known as the "father" of the second internet, and the objectives are to weaken locations to get into their networking equipment.
What do you think?
Chris wrote:These particular city shots have between 30,000 and 50,000 buildings in them and currently bring my decent PC to it’s knees. It’s dealing with around a third of a million textured and lit quads – which is to say almost 700,000 polygons per frame. Running hypothetically at our target of 60fps, this would equate to 42 million triangles per second – extremely hard work for even the best graphics hardware. (Although you’ll often hear graphics card manufacturers and console developers quoting hundreds of millions of polys per sec, this is usually only the case in extremely optimal conditions that only ever seem to occur in marketing departments.)
skull13 wrote:I don't know... A SimCity type thing is a bit low for IV. (If I misunderstood, sorry)
All I know is that if it does involve simulation, different disasters should be present. And not just the "blow 'em up and watch 'em die" varieties either. I'm talking disease, recession, you know, things like that. (Dear God! TOO MANY COMMAS!)
Anyhow, this whole thing won't work on my computer if Chris doesn't optimize it. See part 8 if you don't know.
Hang on:Chris wrote:These particular city shots have between 30,000 and 50,000 buildings in them and currently bring my decent PC to it’s knees. It’s dealing with around a third of a million textured and lit quads – which is to say almost 700,000 polygons per frame. Running hypothetically at our target of 60fps, this would equate to 42 million triangles per second – extremely hard work for even the best graphics hardware. (Although you’ll often hear graphics card manufacturers and console developers quoting hundreds of millions of polys per sec, this is usually only the case in extremely optimal conditions that only ever seem to occur in marketing departments.)
QuadeHale wrote:It was mentioned that the next step is going to street level - when it doesn't seem like that should be the next logical step, if you're after a realistic city.
QuadeHale wrote:...there's no point in criticizing a finished work, is there? At that point, nothing can really be done about the criticism, since it's finished.
QuadeHale wrote:...if you were daVinci, painting Mona Lisa not smiling, just as a portrait, and someone said "maybe she should smile"... would you reject that opinion/idea based solely on the fact that they don't know what you're planning?
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