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Fun with Lamb and DMD

Started by Lambonius, November 09, 2011, 01:33:05 PM

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snabbott

Quote from: writerlove on November 10, 2011, 10:08:12 AM
Cesar emailed the staff a script of Episode 5 back in May. That one was 97 pages. I don't know which one you read Weldon. Steve I still have my copy if you want one.
Yeah - I have that one. As for the full script, I guess we can only hope it can be recycled for a commercial (non-KQ) game.

Steve Abbott | Beta Tester | The Silver Lining

Lambonius

I'm genuinely curious: wouldn't it normally be considered to be an incredibly bad idea to completely change game engines mid-development?  I don't understand how this can feasibly work.

crayauchtin

So, just out of curiousity....

How did this thread end up in the typically light and fun asylum?

Because you posted a link to a YouTube video that was completely unrelated to the topic or are we now just trying to have all these overdone arguments in *every* section of the forums? Because, seriously, I'd rather we just make a section of the forums called "I Don't Like TSL and I Don't Want to Shut Up About It" and let you boys play around in there.

.....sorry, I was actually expecting something fun in this thread. WHY did you have to mislead me, Lamb? WHY?!
"If your translation is correct, that was 'May a sleepy hippopotamus lie down on your house keys,' but you're not sure. Unfortunately, your fluency in griffin-speak is too low."

We're roleplaying in the King's Quest world: come join in the fun!

KatieHal

To answer Lamb's question: normally, yes.

But the assets for Episode 5 are all completely standalone, with a few exceptions for main character designs & animations. Unlike 1-4, where the settings, scenes, characters, etc, were all the same and shared between episodes, this one doesn't need any of that.

Additionally, Unity from what I understand is vastly better suited to our purposes than Torque, enough that we plan to use it for future projects (and have done some work in it already), so the earlier we can get started on it the better, really.

See also Petter's more detailed answer! http://www.postudios.com/blog/forum/index.php?topic=11349.msg333231#msg333231

Katie Hallahan
~Designer, PR Director~

"Change is the constant, the signal for rebirth, the egg of the phoenix." Christina Baldwin

I have a blog!

snabbott

To answer cray's question, it's here because one of the mods/admins (Cez maybe?) split it off from another thread. Apparently they thought it had entertainment value. :P

Steve Abbott | Beta Tester | The Silver Lining

crayauchtin

Well it IS a good song, but the actual thread itself? No.

And since the asylum is for crazy, fun antics.... I would suggest this belongs more in "Off Topic" or, since it's related to TSL, in "Fan Feedback" or in "General Discussion" -- or as I suggested, a new section of the forum like "I Know the Horse is Dead But I Can't Stop Hitting It With This Stick".

It would be nice if there was one section of the forum that was reliably fun and not containing this overdone BS nonsense argument. Just sayin'.
"If your translation is correct, that was 'May a sleepy hippopotamus lie down on your house keys,' but you're not sure. Unfortunately, your fluency in griffin-speak is too low."

We're roleplaying in the King's Quest world: come join in the fun!

Cez

Quote from: Lambonius on November 10, 2011, 03:46:27 PM
I'm genuinely curious: wouldn't it normally be considered to be an incredibly bad idea to completely change game engines mid-development?  I don't understand how this can feasibly work.

Yeah, it would normally, but like Katie said, Episode 5 is mostly standalone. Originally, we weren't going to, but because we are building all sequences from scratch... we are building new tools for Cognition that are going to be making putting together these sequences so much easier. Because that's what takes us the most time to do with the outdated torque system where it all comes down to just one guy in the team, with this new Unity system anyone that has an idea of how a non-linear editing system works will be able to put sequences together, allowing us to have as many guys as we want working on them as opposed to just the one guy that knows how to do it right now.

That's the brief of it. Yeah, we'll have our own set of issues with porting the interface, save/load system, etc, but so far, it hasn't been that bad.


Cesar Bittar
CEO
Phoenix Online
cesar.bittar@postudios.com

wilco64256

Yeah normally this would not at all be the case, but between our incredible frustration with using the outdated and unsupported Torque stuff and the fact that we're already shifting to Unity for everything else anyway it was an easy choice.
Weldon Hathaway

Delling

I am at once confused ... and deeply amused. :thumbsup: Good work, everyone!
Noli me tangere! Nescio ubi fuisti!
Don't touch me! I don't know where you've been!

Marquess of Pembroke
Duke of Saxony in Her Majesty's Court
Knight of the Swan for Her Imperial Highness

...resistance was obviously useless against a family that could invent italics.

"Let the locative live."

http://my.ddo.com/referral/Delling87

Lambonius

I would just be concerned about potential compatibility issues and such, especially for people who might be playing the game with outdated hardware.  Would a game made in Unity have higher system requirements, for example?

Oh and uh...here.  This is a pretty fun song.

http://www.youtube.com/watch?v=ulKPDPSDNSc

Damar

So, Lamb, question for you.  I remember you posting a while back that you hadn't played TSL yet.  I don't remember if it was because you didn't think you'd like it or if it was because you'd rather play all the chapters at once instead of waiting (or both.)  So, do you plan on playing it?  Because if you do, I know I'm looking forward to the epically snarky feedback wall of post that will no doubt ensue.