Devs and programmers in the 90s competed who would be the first one to succesfully lower the camera to first person and connect it with gameplay systems. It was and remains huge selling point. I personally like all camera angles. Depends on mood
I’m not bewildered. I’m disappointed.Nigga! I can't stop laughing. Your "bewilderment" that people actually prefer FPP when most played games are either FPP or close up TPP is so funny
AgreedI’m not bewildered. I’m disappointed.Nigga! I can't stop laughing. Your "bewilderment" that people actually prefer FPP when most played games are either FPP or close up TPP is so funny
Video games allow for so much creativity, but humans discard it for stupid reasons.
Rockstar Indie Dev. Only one today true to original meaning of word Rockstar: "music/art, women, money". Well, he's for the time being missing the last part but 66.6% Rockstar is not bad!Well fuck me and suck me dry.
I sure wasn't expecting THAT. You're one hell of an interesting dev, that much I can say
Agreed. You suddenly have to pay way more attention to visual fidelity, including animations and stuff.I applaud the change of engine Tyranicon . I felt like Memoirs were already trying to break the limits imposed by RPGMaker, that you were trying to create a richer experience than the one allowed by it. I think moving to Unreal or Unity would allow you to spread your wings wider and free yourself from low limit of animation frames or a rigid division between exploration and combat phases.
However... moving into FPP is a risky move. What you showed in this sneak peek looks absolutely fantastic, but I'm afraid for the possibility of delivering a whole game in this style, being a solodev of modest means. Isometric view allows you to keep a lower level of visual fidelity, because the camera is more distant from the action.
WTF My Dude? Which engine and programming language is this?
Don't go full first person. Mix perspectives like Archaelund[...]
Yes, but not as much of a change as you'd think.However... moving into FPP is a risky move. What you showed in this sneak peek looks absolutely fantastic, but I'm afraid for the possibility of delivering a whole game in this style, being a solodev of modest means. Isometric view allows you to keep a lower level of visual fidelity, because the camera is more distant from the action.
I'm currently trying it in my BG3 parody and to be frank, I think AI still has a way to go before it'll lose its uncanny valley status, which means it's only usable for droids/robots/ai, etc.How do you feel about using AI voice filters?
If you're saying "holy shit" I'm right there with you.
Is this April Fools? This is quite a drastic change from isometric view to FPP with a strong cyberpunky feel. Wouldn't the latter mean more work? What's going on? Why the sudden change?
I'm not ready to fully announce/commit on it, but the honest answer is that the deeper I try to break the RPGmaker engine to do what I need to do, the more frustrated I am with it. And the version of the engine I'm using is basically impossible for anyone else to understand but me, with a thousand different bandaid solutions.
So I am contemplating switching engines.
There will still be isometric (well, overhead free camera) perspectives, especially during combat.
Yes, it's a lot of work.
Yes, it's insane.
I'm not in this line of work because it's easy or because I'm altogether sane.
And this will bring the game much more in line with my vision than RPGmaker ever will.