Le Sigh.TheGrimmOmen Interview said:When we get new artists in, I always hear something like this "You know, I thought that since UO was, like 12 years old and a 2D game, that this would be a piece of cake. It's WAaaay harder than I thought." A lot of folks don't realize that we have all the artistic and technical challenges of game development sprinkled with all the problems and challenges of an animated series. Just with animations alone, most modern games animators just do the animations to aesthetic guidelines and let the engineers worry about animation compression. But since we work with actual rendered frames, we have to count every frame because it translates to larger file sizes, and larger patch sizes. When we add something in UO, I usually do a cost analysis so that we know that adding X number of assets translates into an XXX increase in on-disk footprint. I even go into each animation of each asset and figure out how to optimize our rendered frame count to save as much disk space as possible. In addition, I had to write a custom render farm-like application that would allow me to process (render out) the colossal number of frames for UOKR and again for UOSA. For the EC client for UOSA alone, I rendered out and processed over 1.3 million frames of animation several times over - this is the frame count equivalent of about 20 episodes (roughly one season) of an animated series getting rendered out several times over in the course of development.
I'll buy the patch size issue for more detailed animations; however, the HDD footprint issue is moot. When we routinely download and play games exceeding 8gb I think we can handle a larger download for UO. This argument could also be rendered useless if we could purchase DVDs of the game.
At any rate, the option for a fully loaded EC would be nice, as the compressed animations look pixilated, blurry, and awful.
[/FONT][/SIZE]Hahah, welcome to our world Zym!!! I don't want to compress my images either, but unfortunately graphics cards have a tendency to explode when you shove the amount of data required to draw UO in an uncompressed format down their throat.
Really? Modern 512mb to 2gb graphics cards *blow up* from UO? Is this 2D or EC? If its 2D, I call BS on that statement. If its the EC, then the wrong engine was chosen, or its being used poorly.
Why not give us the actual 3D models in the EC and let modern 21st century tech do its thing? Modern cards shouldn't choke on UO sprites...
Lets stop coding for mid-90's video cards.
Circlets? Really? I know, and actually I've heard of that before. I'll add to my list "Figure something out about circlets." Although I suspect I'll just be adding a headache for the designers.
*sighs**bites his tongue*As for race related versions of the crimson, etc. That's an interesting idea, originally, we were of the opinion that players would want to see the same crimson on the elf that they loved on the human... Well, I'll give this to the squirrel in my head to play with. Thanks for the suggestion.
As for the Gargs, well, just hang tight!
-Grimm
Yeah, 'cuz god(s) forbid that you give us any concrete information about what you're working on. The cone of silence went out in the 60's. Communication is good.. Look! All the other game companies keep their p(l)ayers informed... Try it, it’s fun!
As for the crimson.. uhm.. love it? Seriously? The half apron of one of the ugliest pieces pf clothing you could have chosen. They love the STATS on the crimson cincture, NOT the art. Originally it was supposed to be a woodland belt... As an elf, I would rather wear that. I'm sure people would love the chance to change it into something else for the belt slot. (like the belt that exists but has never been used...)
If you hadn't noticed, nearly everyone looks the same these days.. Crimmy and a robe of some kind... So boring visually. The ability to change which piece of art is used (same slot of course) would bring back a diversity of fashion again.