Шершень 440 Опубликовано 11 апреля, 2013 Возможно, я всё усложняю, конечно. Но вопрос очень интересный. Надеюсь, что Obsidian в дальнейшем больше расскажут о технической стороне разработки. Джош Сойер немного пояснил видео. * The baked-in 2D lighting will not shift with time of day. This is an acceptable trade-off in our opinion because the shadows can be very high quality and it puts no burden on the system. We really do want this game to look great and run well on a large spectrum of systems, so we want to be careful about processor-intensive lighting operations. * Dynamic objects (like the characters) can cast dynamic shadows. We are already exploring how we want additional dynamic lights in the scene to a) light the objects and B) affect their shadows. * There are some known character animation glitches we weren't able to work out before we finalized the demo. Our idle is very subtle right now; it will be more pronounced and include fidget animations in the future. The walk animation is also new and hasn't been tweaked much. Finally, there is some odd blurring/artifacting that appears in the compressed videos of the characters, which is why the walk cycle seems to have a blur/stutter in it. That doesn't appear in game. * The scene where the characters enter the scene and the sabre guy walks across the creek is our current default zoom level. We currently control zoom on the mouse wheel. It can get closer than what's in the demo and as far out as the "wide" shots, so you have a lot of flexibility there. * We are still experimenting with the tree, grass, and bush animations. Our goal is for them to look natural but add life. If they are distracting/odd or too still, that doesn't work. 1 Поделиться сообщением Ссылка на сообщение
Albatross 4 595 Опубликовано 11 апреля, 2013 Только сейчас вспомнил, Obsidian и inXile ведь решили обмениваться наработками? Разнообразным локациям Тормента это явно пойдёт на пользу. Поделиться сообщением Ссылка на сообщение