Black Sun: Retribution - The Radioplay
Moderator: Milldawg
- ArcCain
- Terran Battlecruiser Janitor
- Posts: 189
- Joined: Wed Aug 01, 2012 4:10 pm
Re: Black Sun: Retribution - The Radioplay
Yes, you mentioned before that Sins didn't portray the size of neither the ships or the conflict. And reading how big some of these ships are I can see why a lot is lost. I take it that the size of the Fear is far beyond what Sins allows?
- IskatuMesk
- Xel'naga World Shaper
- Posts: 8332
- Joined: Sat Feb 07, 2009 1:40 pm
- Location: M͈̙̞͍͞ͅE̹H̨͇̰͈͕͇̫Ì̩̳CO̼̩̤͖͘ జ్ఞా
- Contact:
Re: Black Sun: Retribution - The Radioplay
If sins allowed game area to take up star systems/galaxies then we would be getting somewhere.
Gameproc
Though we stand alone, stand we shall.
Though we stand alone, stand we shall.
-
- Resigned! Suspect in Medic's Missing Undergarments scandal
- Posts: 39
- Joined: Mon Oct 06, 2014 6:45 pm
Re: Black Sun: Retribution - The Radioplay
If you ever get the visual part together, hopefully it will be with a better engine. The way the ships blow up (they don't break apart as they explode) and how they don't fly in a cohesive formation isn't very immersive.
- IskatuMesk
- Xel'naga World Shaper
- Posts: 8332
- Joined: Sat Feb 07, 2009 1:40 pm
- Location: M͈̙̞͍͞ͅE̹H̨͇̰͈͕͇̫Ì̩̳CO̼̩̤͖͘ జ్ఞా
- Contact:
Re: Black Sun: Retribution - The Radioplay
Yep. Sins is... disgusting for a 2001 engine.
Nah, if I made a real effort at this again, It would be Unreal 4. Then we'd even have anti-aliasing. The major thing stopping me from doing it in Unreal 3 in the first place was I didn't know how to manage the hundreds of thousands of turrets. Now I still don't know how, but any solution is still better than using sins.
/e
As a semi-related aside, I am having HKS investigate some things in U4 for potential future endeavors. But I don't actually have the money to afford the payments for U4 yet, so I'm not going to do any real worrying about it for now.
I may cover this sort of thing in a coffee hour after all, I guess.
Nah, if I made a real effort at this again, It would be Unreal 4. Then we'd even have anti-aliasing. The major thing stopping me from doing it in Unreal 3 in the first place was I didn't know how to manage the hundreds of thousands of turrets. Now I still don't know how, but any solution is still better than using sins.
/e
As a semi-related aside, I am having HKS investigate some things in U4 for potential future endeavors. But I don't actually have the money to afford the payments for U4 yet, so I'm not going to do any real worrying about it for now.
I may cover this sort of thing in a coffee hour after all, I guess.
Gameproc
Though we stand alone, stand we shall.
Though we stand alone, stand we shall.