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Projects Stranded III Dev. Blog - CommentsBTW, programming is slowly and monotony process which is sometimes too much boring, also DC have a life as @ Marcell: said before. Let's just wish good work to DC as much as we can wish, and get's hope he won't be bored with SII in-code! : )
DannyDeth has written
Do you have any plans for S3's art style? Cartoonish, realistic, etc?
Bump.
S2 had 'alright' music, but Carnage Contest had music FAR better... will you have interesting short (preferably long) looping pieces like them?
Ps- after seeing stomping land, 3rd person perspective might actaully work with Stranded 2
Stranded does definitely work best in FPP but i think for the majority, its best to have both, im sure Bethesda thought about this whilst they developed morrowind saying
"some people like our classic FPS take on RPG's, but some people are used to MMORPG's like WOW that has TPS so why not both?"
and this has helped Bethesda quite a bit, especially after the release of TES:Online (which, by the way isnt as good as the other games)
Now while im rambling on about Bethesda games, i feel it would also be smart to add critical injuries to different parts of the players body (im talking about Fallout BTW)
so if a broken leg, forced to walk very slowly, and if a broken arm, unable to use it for anything (so if the player is right handed, and he breaks his right hand... he cant do much...)
and if head injury, he would take much more damage from whatever caused it, and the player could get the 'drunk' state from S2 for example. (except slightly blurrier)
sorry about that semi-off-topic post... but i feel it was all somewhat relevant.
-Sorry about this extended message, i tent to go a little far.
I just believe that the look of S2 is often so "coarse", because one single color pixel was a really big spot and the lines in between those spots where the same as the bends of the terrain. (E.g. it's hard to draw a nice path through your map in the S2-Editor). I think the same effect is visible in the yet uploaded pictures in the Blog.
Or would that problem simply disappear with a higher resolution of the whole terrain?
Of couse problems with ugly paths and other terrain details would disappear with a high texture resolution but of course you can't go up to insanely high values without loosing performance (or reaching hardware limitations).