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Which Game Engine features from other games would you like to see in the next DA?


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#26
Hrungr

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Just got another idea, I'm atm playing Xenoblade Chronicles on my Wii (I know, I know, old game  :rolleyes: ) and there you don't just have day/night circles, no, there are also some NPCs who only appear at specific times. (atm I want to talk someone who's only around at 10AM) 

And I think that'd be cool for the next DA game too.

 

Like, you can only enter a tavern between, idk 10AM and 12PM, or get a specific side-quest around 4PM-8PM. Stuff like that would be cool. :D

(ofc I talk about in-game time, not real-time)

 

Elder Scrolls is well known for that with NPCs that have daily routines and the inevitable "Meet-me-at-this-remote-cabin-at-midnight-for-reasons-that-are-not-shady-in-the-slightest."  ;)


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#27
Gilli

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Elder Scrolls is well known for that with NPCs that have daily routines and the inevitable "Meet-me-at-this-remote-cabin-at-midnight-for-reasons-that-are-not-shady-in-the-slightest."  ;)

 

:lol:

I never played Elder Scrolls  :blush: I was really close to buying a copy two days ago (I think it was Skyrim?  :huh:) because it only cost like 4.90 CHF (5.-$), but the cover text was only in french. :(



#28
Hrungr

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:lol:

I never played Elder Scrolls  :blush: I was really close to buying a copy two days ago (I think it was Skyrim?  :huh:) because it only cost like 4.90 CHF (5.-$), but the cover text was only in french. :(

 

Ooo, that was actually fortuitous as they're putting out Skyrim Remastered on Oct. 28th. :)



#29
Gilli

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Ooo, that was actually fortuitous as they're putting out Skyrim Remastered on Oct. 28th. :)

 

That's true :lol: and was also a reason I didn't buy it.


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#30
rapscallioness

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Definitely some of that crowd and people tech for their games. As long as they don't get too excited like Ac:Unity did; you could barely walk down the street it was soo crowded.

 

Dynamic weather and day/night Please! It adds so much to the feel of the game, of the moment. When you're questing and the sun is starting to set, or the rain clouds are beginning to roll in and you know a storm is coming.

 

Idk if this is an engine thing, or not, but I'd like the characters to be able to sit down; have more interesting and detailed idle animations--like stepping off to sharpen their sword; adjust their bow; drink some whiskey..

 

Tbh, destructible environments were never a big deal for me. I'd rather the npc's not be so stiff. I'd like to bump into them and have them actually move, react.


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#31
Hrungr

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Definitely some of that crowd and people tech for their games. As long as they don't get too excited like Ac:Unity did; you could barely walk down the street it was soo crowded.

 

Dynamic weather and day/night Please! It adds so much to the feel of the game, of the moment. When you're questing and the sun is starting to set, or the rain clouds are beginning to roll in and you know a storm is coming.

 

Idk if this is an engine thing, or not, but I'd like the characters to be able to sit down; have more interesting and detailed idle animations--like stepping off to sharpen their sword; adjust their bow; drink some whiskey..

 

Tbh, destructible environments were never a big deal for me. I'd rather the npc's not be so stiff. I'd like to bump into them and have them actually move, react.

 

I definitely like the idea of being able to sit / more interesting idling animations and to be able to nudge people out of your way, especially if they implement some kind of crowd tech.

 

I feel like BioWare just teased the potential for destructible environments in the early DAI gameplay videos. Destroying ramparts, setting fire to ships... but I'd love if they went all-in, even if it was just for the set-piece battles. Tipping over braziers to create hazards/choke points, knock over weakened walls/statues/trees/create avalanches/etc. to crush enemies, fire at the ceiling of a cave impaling foes on stalactites, and general pyromania.

 

And for the real marquee stuff you could set up domino effects - tip over one thing that knocks over another that sets fire to another and have allthethings explode as you slo-mo walk away. ;)


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#32
Hrungr

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I was thinking more about Photogrammetry the last couple of days...

 

I remember following the development of The Vanishing of Ethan Carter by a tiny 8 person studio called The Astronauts. That was the first time I'd heard the term photogrammetry, and after playing the game, I knew this would be the Next Big Thing for creating realistic environments.

 

I've always wondered if Ethan Carter inspired EA to go that route for SW Battlefront. Whether it did or not, they clearly took that technology and ran with it. It is pure. unadulterated. landscape porn.  B)  But after wiping the drool off my chin for the umpteenth time, I thought to myself... these locations in SW:BF aren't even that interesting. But still... utterly gorgeous. (/Zevran)

 

 

And this is no slight on the game, I thought it was great that they went to the locations where they originally filmed the movies. And the results are clearly there. But I kept thinking, what if they used this tech and incorporated more interesting locales? :huh:

 

I really, truly hope BioWare runs with it in future RPGs. I think the pieces are in place, given the experience DICE has with it (in the Frostbite Engine no less) and because you know other RPG developers are going to be taking a long, hard look at this.


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#33
PapaCharlie9

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A couple of other cool advancements we've seen in the Frostbite Engine for the Secret IP video were day/night cycles and (more interestingly) changing seasons.

OMG, how could I fail to mention that? Day/night absolutely makes Fallout/TES stand out from DA series. Seasons I could do without -- what's the point of building an overclocked graphics rig if all that eye-candy is going to get obscured by fog, rain or blizzard? But night/day is huge for immersion. I suppose seasons are too, but, bleah.
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#34
Hrungr

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OMG, how could I fail to mention that? Day/night absolutely makes Fallout/TES stand out from DA series. Seasons I could do without -- what's the point of building an overclocked graphics rig if all that eye-candy is going to get obscured by fog, rain or blizzard? But night/day is huge for immersion. I suppose seasons are too, but, bleah.

 

While I wouldn't want to be locked in a perpetual blizzard or fog, one of the most magical experiences I had in Skyrim was just a simple walk through the forest during a heavy blizzard (with weather mods, mind you). No monsters, just this surreal, peaceful walk in the woods with nothing but the sound of my footsteps. And I love the idea of revisiting the locations at different times of the year and seeing the fall colors come in, flooding/drought, snowy landscapes, waterfalls freezing over and transforming city streets.

 

And I think it's good to shake a place up (once in a while) with a little inclement weather... ;)

 


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#35
BansheeOwnage

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While I wouldn't want to be locked in a perpetual blizzard or fog, one of the most magical experiences I had in Skyrim was just a simple walk through the forest during a heavy blizzard (with weather mods, mind you). No monsters, just this surreal, peaceful walk in the woods with nothing but the sound of my footsteps. And I love the idea of revisiting the locations at different times of the year and seeing the fall colors come in, flooding/drought, snowy landscapes, waterfalls freezing over and transforming city streets.

 

And I think it's good to shake a place up (once in a while) with a little inclement weather... ;)

 

Wow, that's awesome! I wish this actually happened sometime in the story. Yeah, I think I'd definitely like dynamic weather in some for in the next game!

 

I was hoping they'd start a conversation to see what would happen, though.


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#36
Hrungr

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Wow, that's awesome! I wish this actually happened sometime in the story. Yeah, I think I'd definitely like dynamic weather in some for in the next game!

 

When they were first talking about DAI, there was talk about dynamic weather and things like sandstorms that would force you to seek shelter. And those dust devils we saw in the early gameplay videos would've been a cool addition... And if they were talking about implementing DW in DAI, then the odds are pretty good we'll see that in the next game. :)

 

https://youtu.be/AAAEUFjq2K4?t=17m27s

 

 

I was hoping they'd start a conversation to see what would happen, though.

 

Actually, that's my video...  ;)  And it's the same conversations you'd get when you first arrive at Skyhold.


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#37
PapaCharlie9

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A post in /r/dragonage reminded me of a pet-peeve I want to see fixed in DA4.


Save the f-ing game after I finish CC! I don't know how many times I crashed in the Prologue before the first automatic save happened and had to do the CC all over again.

In the same vein, going from CC directly into cutscene is really bad design. Put me someplace where I can see my character in action, 360, walk around, jump, bright light and shade, etc., and then let me go back into CC for tweaking. Otherwise, visiting the BE to correct my character's look is pretty much mandatory.


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#38
Hrungr

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A post in /r/dragonage reminded me of a pet-peeve I want to see fixed in DA4.


Save the f-ing game after I finish CC! I don't know how many times I crashed in the Prologue before the first automatic save happened and had to do the CC all over again.

In the same vein, going from CC directly into cutscene is really bad design. Put me someplace where I can see my character in action, 360, walk around, jump, bright light and shade, etc., and then let me go back into CC for tweaking. Otherwise, visiting the BE to correct my character's look is pretty much mandatory.

 

 

Yeah, in an ideal world I'd love it if the CC was accessible at any time, using whatever location you happen to be in as the background.


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#39
Melbella

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Being able to walk backwards. Not "turn around and go back the way you came" since that is just going forward in a different direction. Actually backwards. I don't know how many times I'm in a situation (especially on a mount) where I need to back up but all I do is turn around instead (and then go hind-end over teakettle off a cliff <_<).


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#40
BansheeOwnage

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When they were first talking about DAI, there was talk about dynamic weather and things like sandstorms that would force you to seek shelter. And those dust devils we saw in the early gameplay videos would've been a cool addition... And if they were talking about implementing DW in DAI, then the odds are pretty good we'll see that in the next game. :)

 

https://youtu.be/AAAEUFjq2K4?t=17m27s

 

 

Actually, that's my video...  ;)  And it's the same conversations you'd get when you first arrive at Skyhold.

That's promising!

 

Ah, I wondered, and I did look, but you have a different username there, so I thought it wasn't  ^_^  Okay, I just wondered if they reset the weather or something, since some conversations alter the time of day etc.

 

A post in /r/dragonage reminded me of a pet-peeve I want to see fixed in DA4.


Save the f-ing game after I finish CC! I don't know how many times I crashed in the Prologue before the first automatic save happened and had to do the CC all over again.

In the same vein, going from CC directly into cutscene is really bad design. Put me someplace where I can see my character in action, 360, walk around, jump, bright light and shade, etc., and then let me go back into CC for tweaking. Otherwise, visiting the BE to correct my character's look is pretty much mandatory.

CC ease-of-use things would definitely be good. As I've suggested before, they should let you do a full rotation, all 3 axes instead of just the 1, and also let you preview a few different lighting levels, like "Moonlight", "Torchlight inside", "Sunny day", etc.

 

I agree that having it go directly into a cutscene is bad, and I'd prefer doing it before the game starts. It's weird when you start the game and see someone who isn't your character stand up in the fade, and it also ruins pacing knowing I'll be there for an hour in the middle of a fast-paced intro.

 

I would also love if you could do it anywhere, anytime like Hrungr said. And walking backwards :) If I want to turn around, I'll turn around! :P


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#41
Hrungr

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Being able to walk backwards. Not "turn around and go back the way you came" since that is just going forward in a different direction. Actually backwards. I don't know how many times I'm in a situation (especially on a mount) where I need to back up but all I do is turn around instead (and then go hind-end over teakettle off a cliff <_<).

 

Lol! So... so... much... this. :lol:

 

That and perhaps reducing the companion troll factor a tad so that they're not slide-kicking you off cliffs you haven't managed to fall off on your own. ;)


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#42
Hrungr

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That's promising!

 

Ah, I wondered, and I did look, but you have a different username there, so I thought it wasn't  ^_^  Okay, I just wondered if they reset the weather or something, since some conversations alter the time of day etc.

 

CC ease-of-use things would definitely be good. As I've suggested before, they should let you do a full rotation, all 3 axes instead of just the 1, and also let you preview a few different lighting levels, like "Moonlight", "Torchlight inside", "Sunny day", etc.

 

In this case, to bring the weather to Skyhold I went OOB, over the mountains, right after leaving the cave after the attack on Haven. The storm effect follows you everywhere and by pure luck I stumbled across Skyhold. (after a very cool, very long, near-blind walk through the mountains...) So when I got up there, everything was set to the point when you first get to Skyhold. I loved that it was snowing in the War Room. :lol:

 

I like the idea of being able to switch to different kinds of lighting in the CC. That'd definitely help a lot at the start of the game...


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#43
BansheeOwnage

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In this case, to bring the weather to Skyhold I went OOB, over the mountains, right after leaving the cave after the attack on Haven. The storm effect follows you everywhere and by pure luck I stumbled across Skyhold. (after a very cool, very long, near-blind walk through the mountains...) So when I got up there, everything was set to the point when you first get to Skyhold. I loved that it was snowing in the War Room. :lol:

 

I like the idea of being able to switch to different kinds of lighting in the CC. That'd definitely help a lot at the start of the game...

That's pretty cool! I thought those areas were on the same "map", since saving in the cave is a "Skyhold" save. Similarly, TWoH and Haven are the same map as well, although that's kind of annoying considering they don't need to be an all it accomplishes is loading slower, but it does make the world feel more connected. I went OOB at the beginning of IYHSB (on console) by switching companions while standing on the edge of the bridge out of Haven, and it was really cool exploring the TWoH map at night. In fact, it's also the same area that the Escape From the Fade intro is in.

 

Here are some shots if anyone's interested:

Spoiler
I don't know why I like going out-of-bounds so much ^_^

 

Edit: And with all the repairs Skyhold needs but never gets, it's no wonder it's snowing in the War Room :P


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#44
SmilesJA

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I was thinking more about Photogrammetry the last couple of days...

 

I remember following the development of The Vanishing of Ethan Carter by a tiny 8 person studio called The Astronauts. That was the first time I'd heard the term photogrammetry, and after playing the game, I knew this would be the Next Big Thing™ for creating realistic environments.

 

I've always wondered if Ethan Carter inspired EA to go that route for SW Battlefront. Whether it did or not, they clearly took that technology and ran with it. It is pure. unadulterated. landscape porn.  B)  But after wiping the drool off my chin for the umpteenth time, I thought to myself... these locations in SW:BF aren't even that interesting. But still... utterly gorgeous. (/Zevran)

 

 

And this is no slight on the game, I thought it was great that they went to the locations where they originally filmed the movies. And the results are clearly there. But I kept thinking, what if they used this tech and incorporated more interesting locales? :huh:

 

I really, truly hope BioWare runs with it in future RPGs. I think the pieces are in place, given the experience DICE has with it (in the Frostbite Engine no less) and because you know other RPG developers are going to be taking a long, hard look at this.

 

Let's hope the next Dragon Age game is fun and not repetitive like Battlefront was......



#45
Hrungr

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Found one other impressive video that showcases Photogrammetry and the environments in SW Battlefront...

 

http://frostbite-wp-...inalResults.mp4



#46
phoray

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That's pretty cool! I thought those areas were on the same "map", since saving in the cave is a "Skyhold" save. Similarly, TWoH and Haven are the same map as well, although that's kind of annoying considering they don't need to be an all it accomplishes is loading slower, but it does make the world feel more connected. I went OOB at the beginning of IYHSB (on console) by switching companions while standing on the edge of the bridge out of Haven, and it was really cool exploring the TWoH map at night. In fact, it's also the same area that the Escape From the Fade intro is in.

 

Here are some shots if anyone's interested:

Spoiler
I don't know why I like going out-of-bounds so much ^_^

 

Edit: And with all the repairs Skyhold needs but never gets, it's no wonder it's snowing in the War Room :P

 

I just had to say this.

 

You were doing a terrible job of defending that north trebuchet.  :P


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#47
dragonsteak

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Many things could be improvised. But currently I'm bothered with how the lighting works.

 

Heavy raining, cloudy place like the Coast and I still see dense shadow as if there is a direct sunlight. Although direct sunlight while raining may still happen in real life, it's really just annoying to see as much as seeing night time with dim lighting, yet dense shadow is still being projected.



#48
Melbella

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Speaking of lighting....can we have some indoors? I'm currently in the Temple of Mythal and, while I know the characters are supposed to be able to see the mosaics and what they show, I can't see them for crap because the lighting dies about a third of the way up the wall. Not to mention the party scene at Skyhold where you're talking to everyone in the dark. <_<


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