Fail.
Page 1 of 1
Tales of Dilogus
#2
Posted 07 December 2008 - 10:12 PM
TBH it's developers like you that have the best chance of making a truly great game. The big teams are too concerned with popping out titles every so often to make X company a ton of money. Their creativity is shot. A lot of games are also given way too much of an importance for graphics, in such that it actually hurts their other aspects. Above all, a game has to be fun, immersive, and have good controls.
Your melee combat system sounds interesting, and although obviously you can't give out many details, it sounds a bit like this medieval combat game where you controlled your shield, weapon, and attacks independently, which was cool. I can't remember the name of it. This is going to be huge, though. You guys are really going to want to make sure that such an intricate control system actually works, and works fluidly. Red Steel for the Wii looked like it was going to be amazing, but the controls were horrid and really ruined the experience (not to mention the boring and limited gameplay). If you can get this neat melee combat system working very well, you win in the control department.
It's also good that you are focusing heavily on the story, and I like the concept of adding future "episodes" to further the game along, after the original release. As long as you can keep things interesting without getting too ridiculous or repetitive, and with some good script writing and decent character development, you should be able to have a solid story line. This is key for game immersion.
Graphics...looks like you have that taken care of. I saw some screenshots of the mod (was it the Crymod mod of Dilogus?) that looked nice, and you said this Sakura engine is on par with Cry2, so I think you'll be able to make some very convincing visuals. Just don't spend all your time on it :P
Your melee combat system sounds interesting, and although obviously you can't give out many details, it sounds a bit like this medieval combat game where you controlled your shield, weapon, and attacks independently, which was cool. I can't remember the name of it. This is going to be huge, though. You guys are really going to want to make sure that such an intricate control system actually works, and works fluidly. Red Steel for the Wii looked like it was going to be amazing, but the controls were horrid and really ruined the experience (not to mention the boring and limited gameplay). If you can get this neat melee combat system working very well, you win in the control department.
It's also good that you are focusing heavily on the story, and I like the concept of adding future "episodes" to further the game along, after the original release. As long as you can keep things interesting without getting too ridiculous or repetitive, and with some good script writing and decent character development, you should be able to have a solid story line. This is key for game immersion.
Graphics...looks like you have that taken care of. I saw some screenshots of the mod (was it the Crymod mod of Dilogus?) that looked nice, and you said this Sakura engine is on par with Cry2, so I think you'll be able to make some very convincing visuals. Just don't spend all your time on it :P




I touch myself, for a buck I'll touch you.
#3
Posted 08 December 2008 - 04:29 PM
All the screenshots are for Tales of Dilogus, which is the Crysis mod. You'll be hearing about that a lot probably beginning next month and you won't hear much of anything about the full game as that's being kept behind completely closed curtains (Sakura, the engine powering that, is still in development; I also can't definitely say it will be on par with CryEngine 2 but both engines have their unique feature sets and the Sakura-powered game will definitely look good, even in comparison to the CryEngine 2 mod; and for any OGL-lovers out there, Sakura is OGL and not DX).
For controls, blarg I really wish I could just come out with it, but time will reveal those. I actually haven't heard of/played the game you mentioned where you control the sword/shield independently but that is part of the route that Dilogus (and hopefully Tales of Dilogus if we can get that properly modded into CryEngine 2) is taking for controls (and now that is getting dangerously close to NDA, lol). Though, I have seen a video of a game that's coming out that turns the mouse into a veritable Wiimote and I can confirm that we won't be doing that (that control scheme is going to prove failtastic... because the mouse isn't a Wiimote)... but as some of you know I have a Bluetooth adapter and have my Wiimote/Nunchuk working on my PC so Wiimote support is definitely something I'm looking into implementing (same goes for any other motion control devices I can get my hands on such as Newton or the Asus Eee Sticks). But definitely, I feel that the most integral part of a combat system are the controls afforded to the user- even the damage system comes after that (the damage system is also up in the air as to whether or not that will be implemented in Tales of Dilogus).
The story is definitely a huge focus and I am very excited about Dilogus's but can't comment (aka translations are still en route) on Tales of Dilogus's story. Still, I'm very confident in that as well. For the mod, there aren't any plans for episodes yet (it's going to be a prequel to the full game) but that could change (sorta thinking about going with that to a degree to satisfy the "release early and release often" decree for mods but for Tales of Dilogus that isn't my decision to make and it will also depend on the structuring of the storyline as to whether or not that can be done at all) and I also just wanted to reiterate that for Dilogus, post-release content is free for those who already have the game (it just raises the "buy-in" price so that the purchase price goes up over time because there is more content rather than down over time)- not that you were implying otherwise but just because if someone didn't take the link and read that the aforementioned might be their first conclusion.
But definitely, I think that Tales of Dilogus is going to shape-up to be a very good mod and should lead-up grandly to Dilogus itself. Thanks for the kind words and comments =)
For controls, blarg I really wish I could just come out with it, but time will reveal those. I actually haven't heard of/played the game you mentioned where you control the sword/shield independently but that is part of the route that Dilogus (and hopefully Tales of Dilogus if we can get that properly modded into CryEngine 2) is taking for controls (and now that is getting dangerously close to NDA, lol). Though, I have seen a video of a game that's coming out that turns the mouse into a veritable Wiimote and I can confirm that we won't be doing that (that control scheme is going to prove failtastic... because the mouse isn't a Wiimote)... but as some of you know I have a Bluetooth adapter and have my Wiimote/Nunchuk working on my PC so Wiimote support is definitely something I'm looking into implementing (same goes for any other motion control devices I can get my hands on such as Newton or the Asus Eee Sticks). But definitely, I feel that the most integral part of a combat system are the controls afforded to the user- even the damage system comes after that (the damage system is also up in the air as to whether or not that will be implemented in Tales of Dilogus).
The story is definitely a huge focus and I am very excited about Dilogus's but can't comment (aka translations are still en route) on Tales of Dilogus's story. Still, I'm very confident in that as well. For the mod, there aren't any plans for episodes yet (it's going to be a prequel to the full game) but that could change (sorta thinking about going with that to a degree to satisfy the "release early and release often" decree for mods but for Tales of Dilogus that isn't my decision to make and it will also depend on the structuring of the storyline as to whether or not that can be done at all) and I also just wanted to reiterate that for Dilogus, post-release content is free for those who already have the game (it just raises the "buy-in" price so that the purchase price goes up over time because there is more content rather than down over time)- not that you were implying otherwise but just because if someone didn't take the link and read that the aforementioned might be their first conclusion.
But definitely, I think that Tales of Dilogus is going to shape-up to be a very good mod and should lead-up grandly to Dilogus itself. Thanks for the kind words and comments =)
#4
Posted 08 December 2008 - 05:25 PM
I don't believe this exists. I just tried to Wikipedia it, and got this:



#5
Posted 08 December 2008 - 05:36 PM
ROFL TO THE DID YOU MEAN. But yeah, no we haven't plopped-up a Wiki page yet. Take the link to the CryMod thread(s) in the first post though.
#6
Posted 08 December 2008 - 09:20 PM
Hahahha tales of dildos, win.




I touch myself, for a buck I'll touch you.
#8
Posted 09 December 2008 - 12:19 AM
Very nice! Wish I had the free time I had before to complete my Thief 2 fan mission...
#9
Posted 09 December 2008 - 12:07 PM
By the way, you may want to consider changing the title. I'm not sure if Namco-Bandai has a trademark on "Tales of," but it might behoove you to look into that.



#10
Posted 09 December 2008 - 01:10 PM
For that to effect a non-commercial project (the game will not be called Tales of Dilogus- only the mod) the names would have to be exact matches. Barring an exact match, the mod would need to have something to do with Namco-Bandai's franchise, which it doesn't.
Share this topic:
Page 1 of 1

Help
















