Please login or register.

Login with username, password and session length
Advanced search  

News:

For WME related articles and tutorials visit WME Resource Center.

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Sally (MG)

Pages: [1]
1
Game announcements / Re: Limbo of the Lost UK release
« on: June 12, 2008, 06:01:24 PM »
There is a difference between famous and infamous... :p

You know what I'm ashamed of? I must have played this game for like at least 5 hours and DIDN'T NOTICE A THING! Aside from graphical incoherence, that is. I just thought "wow the bacgrounds are well composed but looks like it's designed by a bunch of difference people" but not "hey I recognize that from thief!"

And they still spent 3 years in making this? Spent most of it drinking beer, I presume?

2
Game design / Re: Death
« on: December 19, 2007, 12:21:00 AM »
There's something called "second chance" in the Nancy Drew series of adventure games. You die (or something horrible happens that cause you to not be able to finish a game) and it shoots you to the main menu where you can choose "second chance" and it loads the game right up to the point where you made that decision. Or you can load up a saved game, whichever the player wants. There's really no "risk" involved so the player is free to try daring things. This could also lead to "alternate endings."

Remember that scene in LeChuck's Revenge (I might have my MI games mixed up) where Guybrush jumps off a cliff then bounced up like a rubber ball? That would be an acceptable point of death.

On an almost completely unrelated note, being "eaten by a Grue" randomly is not an acceptable death. The first time that happened to me I hadn't saved in 45 minutes or more and almost threw a drink at the monitor.

3
Game design / Re: PovRay rendering time...
« on: December 07, 2007, 02:48:14 AM »
Tol, thanks for the tip, I'll read it, but I'm just doing a test render now by isolating a room, killing all the windows, and dropping it in a new file. With one light, radiosity at low quality, (and I threw in a couple of mirrors just to trip it up) 3 passes came to 8 minutes.

It was totally trying to compute ALL the lights on the floor, and all of the windows in the entire house. :| I guess turning off the lights in the other rooms and rendering only "night" indoors will help too, but I'm not sure yet.

4
Game design / Re: PovRay rendering time...
« on: December 07, 2007, 02:05:52 AM »
I was going for low poly count with detailed textures, so it should be faster than it is. But to Tol's suggestion with the number of lights, I believe I've figured out what it is.

POVRay will take into account EVERY light that in the scene, not just what's in front of the camera. Since my entire HOUSE is inside one file, and therefore counted as one scene (and probably doesn't help that the entire first floor is open concept) it counts the track light in the kitchen, the two lamps the in dining room, the light in the living room, and the chandelier in the entry ... every time. (DUH on my part.) I also had every light with shadow, radiosity turned on, as well as sunlight.

I believe I'll be putting up some boundaries...

Thanks guys! At least I won't have to buy any new hardware. ;)

5
Game design / Re: PovRay rendering time...
« on: December 06, 2007, 07:10:23 PM »
It's an Athlon 64 x2 dual core 4600+ with 1 gig DDR ram.

I'm running a 32 bit version of windows though (I got a new computer but I used the same old disc of xp pro) ...would that make a difference?

6
Game design / PovRay rendering time...
« on: December 06, 2007, 12:46:26 AM »
Does anyone else use povRay? I'm trying to find the optimal rendering time vs quality on my system, and with a relatively simple scene it takes forever. (2 HOURS plus)

This one took just over 1 hour, at 800 x 600 with low quality radiosity


This one took almost 3 hours, and it's on medium quality for both. I'm not sure if I can live with the jagged edges and the grainy floor.



The question is...is this supposed to take this long? I've been away from the 3d scene for years, and I thought things have sped up since then. (and if it has, and it's just hardware - onboard ATI Radeon X1250 - could someone point me to a reasonably priced graphics card?)

7
General Discussion / Re: #600 - The unofficial introduce-yourself thread
« on: December 05, 2007, 08:55:24 PM »
My name is Sally Kwan, and I'm from Canada. A lady's age is a secret, moi? Let's say that I'm way, way older than I look. Or act.

I'm a graphic/web designer mostly full-time, part time vocal coaching in the evenings. I used to sing, and now I just teach. I have a 13 month old. I run http://minutegamer.wordpress.com and it's getting a bit slow lately because I'm SWAMPED.

I've always wanted to make adventure games; but life gets in the way. I have a background in music and art, and very little in programming. I used to be a front end web dev in the 90's dotcom boom.

My top 3 favorite adventure games:

Grim Fandango
The Longest Journey
Syberia

(thanks to metamorphium who introduced me to WME!)

8
Game design / Re: How do pros create a design document?
« on: December 05, 2007, 08:18:27 PM »
I use Wikipad for outlining. I'm not sure if anybody else uses it for this purpose, but I find the "wiki" interface very suitable because I can link my thoughts and dialogs from one end to the other, and have "related" topics very quickly. It's also open source so I guess some would want to modify it to suit their needs.
(yay, my first post on the Wintermute forums!)

Pages: [1]

Page created in 0.031 seconds with 24 queries.