If I’m not mistaken, I believe the money goes to contracted artists. Their team is not large enough to complete the whole project themselves, so they use some of this money to have certain things created for them under contract, such as armor sets.
Unlike the dedicated core team, contractors are not willing to wait for payment, usually.
Well we still have to pay for the raw materials our blacksmith needs to create the physical copy of the armor that our artists will “digitize” to create the in-game asset.
New normal mapping technique on terrain - not bad I think…
Although for some things it seems like the old way works better. Cool though to see such pronounced… bumpiness? Looks really cool when the sun is at a lower angle. Of course, still appears flat when you’re viewing it from a low angle - need parallax mapping or hardware tessellation to solve that… GD2?
Looks pretty cool, definitely gives the road a very different look…stands out much more than in the previous screenshot and actually looks like it’s made of semi-raised stones.
Awesome screenshot, I’m pretty pumped to see guns in this game because so far this is one of the few RPG’s I’ve seen where they don’t seem out of place. /morestoked
Great screenshot. Have been watching Grim Dawn since January and now finally registered. I love the dark tone of Grim Dawn, there are many colorful ARPG like Torchlight and Diablo 3, so it’s good to be different. Also many Diablo fans would like the darker look. I hope there will be some video soon ;).
Heh, yeah it would, however it is ungodly expensive. We’re trying to ride a very fine line between improving graphics and maintaining performance. We want just about anyone who could run TQ to be able to run GD. If graphics were a priority and we really wanted to make the game look incredible, the first thing we’d do is increase texture sizes. The problem is we can’t really say “oh well, its 2010, lets up the texture resolution by 30%”. Most of the textures in the game need to be power of 2 and have uniform dimensions. So just going up one step in texture size results in files requiring approximately 400% the amount of memory. Game development is a business of compromise unfortunately. We’re always trying to balance these conflicting goals.
Lol, I can only imagine how expensive tesselation is, that tech was released only a little while ago IIRC, and it’s incredibly advanced from what I’ve seen. Oh, this is a straight plane? let me add this map to it… and now…POOF, stairs! it’s like magic I tell you.
But I can see what you’re getting at. I don’t mind dulled down graphics to be perfectly honest, I think the whole graphic race thing is getting a bit silly. Just keep the gameplay solid and make lots of fun bosses.
Even though I’ve upgraded since TQ and now have a Radeon 5850, I’ll be happy so long as the game looks as good in motion as TQ did. As of now I have no reason to believe it won’t.
So enlighten me. I’ve seen the demos like everyone else. It’s basically displacement maps in any 3D package, is it not?
My point is that from the camera perspective of GD it wouldn’t make much difference since it’s not close enough to the camera to look significantly different from a normal map (and/or parallax mapping). Unless you zoom in of course. But what I’m trying to say is that a top down hack and slash isn’t the first genre that comes to mind when wanting to exploit the new DX11 features.
That’s just my first thought. I haven’t experimented with it at all, so you might be right about not having a clue.
The “hay stacks” or whatever you call it in English that are in the fields look IMO really out of place. I hope that gets fixed and fits more into the environment
The road stands out too much, it should blend with the grass, dirt around it more, so it looks old, used, etc.