Kickstarter Campaign

Soren

Insider
Great update (#13) - combat is just getting more and more amazing. Spreading the word but hope it's not all too late. Let's all make a final push and make this happen!
 

Stahlin

Insider
We are getting there!

The number of backers is constantly growing. And I am really confident, because about 2800 backers pledged 10 pounds, and if they would increase by another 10 pounds, that would already be sufficient to crack the 150,000 goal.

Keep spreading the word!
 

Stahlin

Insider
Interesting site to check out the campaign.

They expect the campaign to finish at 132,000 pounds or 88%.

So there is still some work to do.

Spread the word!
 

Xumbik

Insider
Interesting site to check out the campaign.

They expect the campaign to finish at 132,000 pounds or 88%.

So there is still some work to do.

Spread the word!
Well, I guess they're extrapolating the average gain to get some sort of curve. Hopefully the last stretch will be better than average! :)
 

Troy47

Member
I'd encourage you to add some concrete stretch goals, such as:

- DM Client (see neverwinter nights 1 and 2)
- Horses, Horse Combat
- D20/other dm tool support
- Other more exotic 'world' type features: Territory control & AI, etc.
 
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Rob

Moderator
I'd encourage you to add some concrete stretch goals, such as:

- DM Client (see neverwinter nights 1 and 2)
- Horses, Horse Combat
- D20/other dm tool support
- Other more exotic 'world' type features: Territory control & AI, etc.
I agree - it could encourage a good number of current pledgers to up their pledge! Obviously, don't have stretch goals that you don't think are realistic. For example, you could probably have a modders toolkit, or a bigger world, or some additional gameplay element. However, I wouldn't risk claiming that you could do horses, unless you're certain you can deliver to expectations. Just thinking out of the box, other ideas might include oculus rift and/or 3D support (as long as it's not Nvidia-specific 3D).
 

MrIdontKnow

Insider
I can finally get back to posting :p! Has anyone actually seen the last few updates? I mean sat down, and just watched that beauty reveal itself? Wow, I am stunned, the fire looks gorgeous, the shields look great! (Better than double sworded, I really don't like that stance at all.

Speaking of the fire though! that looks gorgeous, the shadows look perfect and even makes the floor tiles look modeled properly, not just the texture. Or it might be my eyes decieving me, do you have plans on using tesselation? if not, you'lll be using DX11(.1) RIGHT??? :p

Your happy Mr.
 

Rob

Moderator
I can finally get back to posting :p! Has anyone actually seen the last few updates? I mean sat down, and just watched that beauty reveal itself? Wow, I am stunned, the fire looks gorgeous, the shields look great! (Better than double sworded, I really don't like that stance at all.

Speaking of the fire though! that looks gorgeous, the shadows look perfect and even makes the floor tiles look modeled properly, not just the texture. Or it might be my eyes decieving me, do you have plans on using tesselation? if not, you'lll be using DX11(.1) RIGHT??? :p

Your happy Mr.
I agree totally!!! +just got me some more T-shirts&hoodies already...

I'm pretty sure they're using OpenGL, not DirectX. Better for platform-independence (allows unix-based platforms, and it's free!). Nevertheless, I believe tessellation should be possible, and a good thing to do!!! How easy it would be to implement in Sui Generis, I don't know.
 

MrIdontKnow

Insider
I agree totally!!! +just got me some more T-shirts&hoodies already...

I'm pretty sure they're using OpenGL, not DirectX. Better for platform-independence (allows unix-based platforms, and it's free!). Nevertheless, I believe tessellation should be possible, and a good thing to do!!! How easy it would be to implement in Sui Generis, I don't know.
Well, I've just been thinking, could they be constantly loading the game because it's an isometric view? I don't know about how that would affect lag for instance, but then again, if you had a really high polygon world then users with lower spec computers wouldn't be able to load it, so maybe tesselation might be the better option.
 

Tony

Insider
Well, I've just been thinking, could they be constantly loading the game because it's an isometric view? I don't know about how that would affect lag for instance, but then again, if you had a really high polygon world then users with lower spec computers wouldn't be able to load it, so maybe tesselation might be the better option.
Well, one of the benefits of their chosen camera angle (top-down view) is that you don't see things far off into the distance (like you would in first person or third person views). This lowers the overall number of items that has to be rendered for every frame so they can really increase the amount of detail/polys on objects and it won't cripple performance.
 

Tony

Insider
How do I handle the shirts and hoodies? Do I just add extra pounds to the pledge? How do they know what I want?
They made a post on the KS page about this, Psychomorph. You are correct, you just increase your pledge by whatever amount is needed for the additional item you would like. After the campaign ends they will send out an e-mail asking what item you would like to receive.
 

Rob

Moderator
How do I handle the shirts and hoodies? Do I just add extra pounds to the pledge? How do they know what I want?
Yes.
They will send you an email asking you what you want to do with the excess money after the end of the campaign - you then tell them what merch you want!!!
 

MrIdontKnow

Insider
Well, one of the benefits of their chosen camera angle (top-down view) is that you don't see things far off into the distance (like you would in first person or third person views). This lowers the overall number of items that has to be rendered for every frame so they can really increase the amount of detail/polys on objects and it won't cripple performance.
Well this is good then, I really hope that it's extremely details, I want my computer to beg it was never built.
 
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Madoc

Project Lead
The floors and walls there were made in full 3D, individual 3D bricks and tiles, and then mapped. We use per pixel displacement rather than tessellation which makes the surfaces look 3D but doesn't create complex silhouette edges, we do those manually. We think this is a much better solution, especially for this view. You see consistently sharp detail like small cracks between tiles that would require an insane amount of tessellation to reproduce.
 

Rob

Moderator
The floors and walls there were made in full 3D, individual 3D bricks and tiles, and then mapped. We use per pixel displacement rather than tessellation which makes the surfaces look 3D but doesn't create complex silhouette edges, we do those manually. We think this is a much better solution, especially for this view. You see consistently sharp detail like small cracks between tiles that would require an insane amount of tessellation to reproduce.
Going on from this line of thought, it would follow that tessellation may be appropriate in some circumstances where transitions should be smooth, not sharp. Traditional examples of this are mountains, clothes, etc. What's your view on this?
 

Madoc

Project Lead
Genereally speaking we already use a level of polygonal detail that could be considered excessive for the view, I don't see that there would be much to gain from tessellation (and it does cost performance!). There may be a few specific cases where it might add something but I doubt much. With a different view point it could be much more important.
 

Stahlin

Insider
I freaking hate this song, but nevertheless this is the time for CELEBRATION!

YOU DID IT!!!

So looking forward to this game (and my alpha version :D )

 
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