Which DAIII Environments Are You Most Hoping For?
#176
Guest_sjpelkessjpeler_*
Posté 30 avril 2012 - 10:36
Guest_sjpelkessjpeler_*
#177
Posté 30 avril 2012 - 10:39
Modifié par waouh, 30 avril 2012 - 10:41 .
#178
Posté 30 avril 2012 - 10:41
#179
Posté 30 avril 2012 - 10:43
#180
Posté 30 avril 2012 - 10:44
#181
Guest_sjpelkessjpeler_*
Posté 30 avril 2012 - 10:45
Guest_sjpelkessjpeler_*
#182
Posté 30 avril 2012 - 10:45
waouh wrote...
dutch c'est allemangne?
Non, c'est Neerlandais.
Dutch est le mot Anglais pour Neerlandais.
Dutch, Deutsch and Diets, it's complicated
#183
Posté 30 avril 2012 - 10:46
yes in the history the french and the english are not a good friend but a very good enemi lol ^^
#184
Guest_sjpelkessjpeler_*
Posté 30 avril 2012 - 10:47
Guest_sjpelkessjpeler_*
the_one_54321 wrote...
Your posts start off as massive pages of internet code.
Very sorry
#185
Posté 30 avril 2012 - 10:48
#186
Posté 30 avril 2012 - 10:48
(j'ai l'impression qu'il ya des gens qui parle français ici:happy:)
Modifié par waouh, 30 avril 2012 - 10:52 .
#187
Posté 30 avril 2012 - 10:54
#188
Posté 30 avril 2012 - 11:01
#189
Posté 30 avril 2012 - 11:03
#190
Posté 30 avril 2012 - 11:24
#191
Posté 30 avril 2012 - 11:50
http://t2.gstatic.co...UuS6mll2g3Q9Hzm
http://t3.gstatic.co...cSyN9GdUQeNkyPQ
I'd love to be able to run around in an environment like this, especially if it was Tellari.
Mystery and exotic beasties around every corner. Maybe even a certain swamp witch...?
#192
Posté 30 avril 2012 - 11:51
#193
Posté 30 avril 2012 - 11:53
sjpelkessjpeler wrote...
Thunder and lightning can be very impressive if they are implicated right.
This is a really great picture I think to have an impact:
Could be good for an intro but also for the fade. I kind of see the fade as an insight of the spirit seeing the real world through a dreamer/mages eye and taking things from it that shapes its world in the fade.
If we're talking good use of thunder/lightning in games, look no further than just about any night time storm in STALKER.
Between playing some STALKER and The Witcher 2 of late, I'm convinced that whatever BioWare does with environments going forward, if they want even a quarter of the atmosphere you find in the STALKER games or TW2, they need a drastically better lighting system and way better ambient sounds and better sound design in general. Its so great just walking around in the Zone in STALKER hearing storms coming or rain overhead, the wind blowing leaves by or creepy animals moaning out in the darkness. Or going through Flotsam forest in The Witcher 2, seeing the sun bleed through the canopy while you hear birds off in the distance as water gurgles down a stream...the closest BioWare has come in regards to making use of effective atmosphere to establish a solid sense of place was probably some of the locales in Baldur's Gate 2.
That, and cut down on the party banter when out and about. I like it as much as anybody but it was too much in DA2 where you couldn't go five steps without some banal comment, often times in no way related to anything. Its fine in moderation, but having some random banter fire up is also a quick way to kill any sense of the environment build atmosphere on its own through the actual environment too.
#194
Guest_sjpelkessjpeler_*
Posté 01 mai 2012 - 12:16
Guest_sjpelkessjpeler_*
#195
Posté 01 mai 2012 - 12:21
#196
Guest_sjpelkessjpeler_*
Posté 01 mai 2012 - 12:26
Guest_sjpelkessjpeler_*
Brockololly wrote...
sjpelkessjpeler wrote...
Thunder and lightning can be very impressive if they are implicated right.
This is a really great picture I think to have an impact:
Could be good for an intro but also for the fade. I kind of see the fade as an insight of the spirit seeing the real world through a dreamer/mages eye and taking things from it that shapes its world in the fade.
If we're talking good use of thunder/lightning in games, look no further than just about any night time storm in STALKER.
Between playing some STALKER and The Witcher 2 of late, I'm convinced that whatever BioWare does with environments going forward, if they want even a quarter of the atmosphere you find in the STALKER games or TW2, they need a drastically better lighting system and way better ambient sounds and better sound design in general. Its so great just walking around in the Zone in STALKER hearing storms coming or rain overhead, the wind blowing leaves by or creepy animals moaning out in the darkness. Or going through Flotsam forest in The Witcher 2, seeing the sun bleed through the canopy while you hear birds off in the distance as water gurgles down a stream...the closest BioWare has come in regards to making use of effective atmosphere to establish a solid sense of place was probably some of the locales in Baldur's Gate 2.
That, and cut down on the party banter when out and about. I like it as much as anybody but it was too much in DA2 where you couldn't go five steps without some banal comment, often times in no way related to anything. Its fine in moderation, but having some random banter fire up is also a quick way to kill any sense of the environment build atmosphere on its own through the actual environment too.
Took a look at your link and although it's not my kind of game really liked the way thunder is implemented in it. This is why thunder is a great asset to a game; dark and light that switch while you walk in an environment to reach a point of interest. And the sound of course............Nothing beats the rolling of thunder to build up the tension.
#197
Guest_sjpelkessjpeler_*
Posté 01 mai 2012 - 12:30
Guest_sjpelkessjpeler_*
waouh wrote...
yes!!!!!merveilleux!!!! very orlais lol thank's
My pleasure
#198
Posté 01 mai 2012 - 12:34
#199
Posté 01 mai 2012 - 12:39
brushyourteeth wrote...
So, this totally makes me think of the Tellari swamp from "The Silent Grove" comic!
I'd love to be able to run around in an environment like this, especially if it was Tellari.
Mystery and exotic beasties around every corner. Maybe even a certain swamp witch...?
Cool pics, but such environments would be wasted unless Bioware can do more with whatever engine they are using. One of the creepy things about swamps is the murky water and the foot grasping mud. Having to hazard the dangers of what might be hiding in the water just to make it to the next squishy peice of ground in the foggy distance.
I'm not saying they could't be cool zones but Bioware really needs to step up their game. They are pushing their games toward the in your face 1st and 3rd person views, but their game engines and environment design are still stuck in the turn based, isometric era. Part of creating a game where actions are more immediate and the gamers view is drawn closer to the scenery and the action, is including things like physics, jumping, swimming.
This is where Bioware usually tells me that everything takes money and time, and if it isn't important to the story, then it isn't important to implement:)
#200
Guest_sjpelkessjpeler_*
Posté 01 mai 2012 - 12:40
Guest_sjpelkessjpeler_*
waouh wrote...
for the future orlais no?
For the best in the DA serie yet





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