![]() ![]() Portable crystalline refractors allow the player to activate light-based switches. As the player collects sigils and completes more puzzles, new puzzle elements become available. Drones and turrets can be disabled using portable jammer units, which can also disable force-field walls that block the player's path. ![]() These include computer-controlled drones that will detonate if they are too close to the player, killing them, and wall-mounted turrets that will shoot down the player if they get too close if the player dies this way, they are reset to the start of the specific puzzle. ![]() The puzzles require the player to collect tetromino-shaped " sigils" by navigating enclosed areas and overcoming obstacles within them. These environments interlock greenery, desert, and stone ruins with futuristic technology. The player takes the role of a robot with a seemingly human consciousness as they explore a number of environments that include over 120 puzzles. The Talos Principle is a narrative-based puzzle game, played from a first- or third-person perspective. Other names taken from mythology and religion and used in the game include Elohim, Gehenna, Samsara, and Uriel. It takes its name from Talos of Greek mythology, a giant mechanical man who protected Europa in Crete from pirates and invaders. The game features a philosophical storyline. A DLC entitled Road to Gehenna was released on 23 July 2015. Virtual reality-enabled versions for the Oculus Rift and HTC Vive were released on 18 October 2017. It was released for Android in May 2015, for PlayStation 4 in October 2015, for iOS in October 2017, for Xbox One in August 2018, and Nintendo Switch in December 2019. It was simultaneously released on Linux, OS X and Windows in December 2014. Everything looks terrible in isolation.Ī lot of people keep going on about how they'd do better, fact is they wouldn't.The Talos Principle is a 2014 puzzle video game developed by Croteam and published by Devolver Digital. If you take step back and see it with everything else it becomes acceptable. ![]() Because it is a different environment with different rules entirely.Īlso if you zoom in enough on any texture or model it will look rubbish. We should not be doing most of what AAA does. People in indie land should have different rules, different workflows, etc. If that was the case, WoW would probably never exist, yet it is a billion dollar enterprise. Nobody will ever delay a game because 1 object looks bad. This can get a bit ruthless but there's no choice. Sometimes a prop needs to be butchered near end of project. That's the best it can look within those constraints.Ģ. Basically props are given a memory budget and a time budget. AAA have deadlines and often, the performance budgets of a prop are set well in advance. Ok, but it's not 10 or 15 minutes on that asset, it's 10 or 15 minutes on all of the assets.ġ. With that in mind, it kind of suggests they did a pretty decent job if the thing being complained about is "a background prop that isn't core to the experience has some dodgy texturing". You prioritise the items on that list, and then work from most to least important until you run out of time. You never have time to complete the whole list. So there's a process there, and it really ought to be respected.Īnd finally, they probably did have a list of stuff to fix/improve/change. If so, jumping in there and "fixing" the texture is going to screw with the LOD on all of the cases where it's used in the actual background. For instance, you say it's textured badly, but is that really the case? For instance, maybe someone put a background prop in an accessible area by mistake. It's not one person opening a model, tweaking some UVs and hitting save. Then there's a pipeline to making, testing, and integrating the fix. (How long were you playing before you found the tree?) The developers need to look at the whole game, because they don't know in advance which things are broken - they have to find them. It's easy for one of us to find one thing and say "someone should have fixed this". Click to expand.Ok, but it's not 10 or 15 minutes on that asset, it's 10 or 15 minutes on all of the assets. ![]()
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