I think that Silverfall do similar thing, if I remember right. I played through most of the demo, but not really make much sense to me though. Probably because the UI thing, they messed up most of the gameplay. Anyway, many of us will get the taste of this red outline when the alpha start next year. Nothing to worry.
2nd! If possible, I think an HSL selector would be nice, but maybe that’s just going overboard? I’m sure transparency would cause problems, but it seems to me that HSL wouldn’t. I know I’d want something like a nice blue… or maybe forest green? I do like the idea of a targeting indicator, and I’d vote to keep it as an option, just think it could use some color flexibility.
Love the screen! The detail and definition in everything is great and seeing a new type of monster is really exciting! Looking forward to what you do with them, visually and skill-wise. I think the ground and flora is my favorite improvement, specifically the little five-leaved plants on the right.
… How about a checkbox for “rainbow-colored targeting indicator”, since I’m assuming turtle-coloring is out of the question for sure on this one?
Freakin awesome! Nice work Crate! …and that ‘Gazer’ thing cracks me up lol it looks all shy and harmless but I bet it’s friggin ferocious!
Firstly, I’m really sorry for this.
I don’t what happens on my head, I’m just a bit bored looking at the graphics. ( ~ at the recent screenshots)
some screenshots have an outstanding graphics which makes me really want to play, some… still look like a Titan Quest Mod. or maybe it needs more detail on the interior? and I noticed there are no shadows on those zombies.
but I also have a suggestion for the highlight…
why not make the highlight more artistic, since Titan Quest* a bit lack of this, like animated glowing red textures instead of that bold red line around the enemy.
Is there any enemies besides those mutated Zombie-like creatures?
like mind-controlled humans? raiders? skeletons? dark ethereal ghosts?
cos I really wanted to see some new monsters to pwn besides drooling zombies.
overall the game is awesome. keep it up!
*you know in titan quest, fire effects aren’t really contrast which makes it unrealistic, but grim dawn manages to fix it looking far more better than TQ.
Everything is casting shadows - it just happened that the angle of the camera and the sun lined up such that the shadows are being cast behind the enemies so that they line up almost perfectly with their bodies. If you zoom in really closely you can see a bit of shadow being cast by the mutant and the zombie on the left.
Of course, if you zoom in really close you may also notice the strange, dark pixelation on enemies caused by shader issue and the black square shape on the ground caused by an improperly alpha-mapped charred decal that I need to fix!
I kind of rushed to get this screenshot out just because I felt like I really needed to post something new for you guys and my schedule has been pretty brutal lately. Honestly though, going forward I think I will probably be putting less effort into setting up the perfect shots and just try to get more out there. There are probably always going to be little visual details that aren’t quite perfect or just don’t read well in the shot but the important thing right now is to stay focused on making it fun.
In terms of the target outline, we probably won’t allow people to set the color just because it is currently context-colored so enemies are red, interactive objects and loot are blue, allies are green. I think it would just be a bit much / potentially confusing to have adjustments for everything. This UI element is designed more for functionality than aesthetics, although I think there is a good chance we may do something to adjust it a bit and make it a little more subtle. Maybe darker / thinner; maybe adjust opacity if it doesn’t cost too much.
I cant remember Silverfall using the outline but i do remember it in Dungeon Siege II. I got used to it after a while i guess, but from time to time it still irritated me.
I’m not arguing against the gameplay enhancement. From my experience it’s just not helpful with atmosphere (kind of thing). It looks too much like a hud-element to be part of the game world. It’s like an intruder from outside the game-world
Guild Wars 2 has those outlines now, too. I hope it’s optional.
Sounds good to me! One problem might be the flood of nit-picking comments, I know I sometimes forget this is still pre-alpha!
Too bad about your schedule. I hope it’s not because all we crazed fans are pushing you too hard to go faster and do better! Seriously though… thank you very, very much to you and all the other devs for all the hard work.
In terms of the target outline, we probably won’t allow people to set the color just because it is currently context-colored so enemies are red, interactive objects and loot are blue, allies are green. I think it would just be a bit much / potentially confusing to have adjustments for everything. This UI element is designed more for functionality than aesthetics, although I think there is a good chance we may do something to adjust it a bit and make it a little more subtle. Maybe darker / thinner; maybe adjust opacity if it doesn’t cost too much.
That makes sense, didn’t even think about it being multiple colors :undecided: Considering the pre-alpha status and it being a fairly new test system, it makes sense that it looks a little rough-around-the-edges… (pun intended!) I’m sure it’ll end up looking a lot better.
My Idea for glowing enemies, if you don’t mind.
I think visual graphics is essential for games like grim dawn.
what makes a game great is their focus on both playability and arts.
don’t push it up, medierra, we humans need time to rest, we’re not machines.
sorry for my critics, I just only hope Grim Dawn could kick those ARPG’s ass out there and be the Best.
Titan Quest is a great game, Grim Dawn must be a Great Great Game.
I support Grim Dawn better than I support Diablo III.
cos I know Crate can transform anything into miracle.
re: Selection Indicator -
The red target outline in the static screen was the first thing I noticed. I think I’d like the option to disable. If it must be enabled, I think I would have preferred selection circles, as in NWN and several MMOs (and other games). But even then, those games typically have selection circle options such as “All”, “Selected target only”, and “None”. I’m picky about this stuff. I’m pretty sure I set “disable NPC glow = 0” in Borderlands (or was it Fallen Earth?).
re: More Screenshots, Less Time -
I would like screenshots to be higher resolution. 1024x768 is not representative of what I would experience. The latest Steam Hardware Survey sample shows 1280x1024 (5:4) remains the most common display resolution. My native resolution is 1680x1050 (PC) and 2560x1440 (Mac). I can’t comment on the posted screens without wondering if any criticism I have is simply because it is a low detail shot. If you’re developing on 1024x768, then I can’t ask you to change resolutions. Which brings us to…
If you post up more screens and spend less time on setting up the shot and airbrushing out the zits, you’ll get more nit-picky comments. Which is a good thing, isn’t it?
Thanks for the update.
I would definetely want to try the red outline thing before I pass final judgment on it, but, well, there’s a bit of a problem with that…
Agreed, “judgements” shouldn’t be made at all here ^^
My guess is that the smaller screenshot-resolutions have more to do with bandwidth of this page. I doubt Crate works with screens less than 1280x1024. I wouldn’t mind bigger pictures, obviously, but i don’t think it necessary to see what’s going on.
P.S. btw i reeeally like the spikey arms. Thats so cool
I feel like I will use the outline option I’ve always had issues to identify the target I fight. But I’m not sure, if this will make it easier to target an enemy, if he stands very close to others.
Interesting shot! One thing I kinda noticed right away, was looking at the buildings up top all the damage and missing sections. The first thing to pop into my mind was where did all that debris go? I would envision small rubble piles of stone or stone/dirt just infront of the walls where the largest areas were missing.
This might take too much work for something (most?) wouldn’t notice though, I don’t know. I think it would really add to it to see the aftermath of it on the ground as well.
Soul
hm I thought that some roofs are already “gone” by default…like rotten away and stuff so I think that is normal because people removed the rubble?
Just a thought.
I think if you are destroying a roof it will “spawn” some rubble.^^
That targeting outline may take some getting used to, but I can see myself potentially enjoying having it. I suppose that’s what the Alpha will be all about though, providing feedback on these types of mechanics as we play.
I’m also glad to see more variety in the enemy types.
Perfect. and the red outline i probably wont even notice. i dint even know all the games that you guys said have redoutline!And i love that zombie with the spike hand! honestly though i cant say anything bad.
Debris hasn’t been made yet. Floors just went in. Furniture is still being worked on - takes some extra time to make it all destructible.
Oh Yeah!
I just hope people aren’t expecting absolute technical realism for GD. Though most points are valid here in terms of graphical detail, sometimes I get the feeling that people are going a bit overboard. I’m half expecting someone to mention that there is no dust on the window sill…
I think the gameplay is the most important thing. I played Diabo 2 the other day and loved it. The graphics are crap by today’s standards, but the gameplay is cool. Now obviously, GD’s graphics are going to be awesome, but I personally wouldn’t want them so overdone that the gameplay suffered in the slightest.
I can handle the game without piles of rubble for every broken structure or muddy footprints on the floor of a house in the swamps… some of these little things don’t really need to be in the game to make it better.
In saying that though, I’m more than happy to have the extra details, as long as it’s not a massive drain on the devs. I’m sure they know the limits but I also get the feeling they are really trying to listen to us, the fans, and I get concerned we focus on too much of the little things.
Thaaats whats bin buging me! thanks for pointing it out sile. there is no dust in the window sill i meen like theres no one there to clean so you devs NEED to put more dust or the game will look completely UNpolished… hahah just kidding i don’t think any one could be that stuiped to care about that.
Heh, I dunno. Some of the things suggested I find a bit silly but none the less, learned to ignore most of it.