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Re: Black Sun: Retribution - The Radioplay
Posted: Sun Dec 28, 2014 4:08 pm
by ArcCain
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?
Re: Black Sun: Retribution - The Radioplay
Posted: Sun Dec 28, 2014 9:23 pm
by IskatuMesk
If sins allowed game area to take up star systems/galaxies then we would be getting somewhere.
Re: Black Sun: Retribution - The Radioplay
Posted: Mon Dec 29, 2014 4:42 pm
by recalrico
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.
Re: Black Sun: Retribution - The Radioplay
Posted: Tue Dec 30, 2014 2:05 am
by IskatuMesk
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.