Lord*Hypnos wrote: I like that you're animating some of the tiles. I remember watching some footage of Albert Odyssey (Sega Saturn) once, and my mind was blown to see that they had added some grass animation to make it look like wind was blowing across the field. Will it be feasible to implement that on the DC port, too?
Actually, yes, this is something we've already been planning on doing. We wanted to have rolling plains and prairies where gusts of wind blow long grasses in a wave pattern, rather than just static animation... At the moment, this is planned to be a cross-platform feature, and we don't foresee the DC having any issues if we do it correctly.
Lord*Hypnos wrote:EDIT: Also, the particle effects have a lot of potential, I think. sweet!
Thanks. We have yet to really show them being used for anything realistic in-game, so just give us a chance to put them to good use instead of having exploding debug confetti shooting from Julien's head.
naiaru wrote:Tyler?
Yep, that's him.
naiaru wrote:Also, talking about Albert Odyssey, didn't they have shadows from overhead (offscreen) clouds as well when you walked around town? (I'm pretty sure Magic School Lunar did that too. EDIT:scratch that. I think they might've just had plain ol' clouds) I'd be interested too in what you guys are thinking of doing for environment effects and stuff in ES.
We are honestly planning on at least attempting everything we're doing on PC... I certainly doubt we will be able to pull off everything at decent framerates, but we really have yet to implement anything as far as the environment goes that is outside the realm of possibility on the Dreamcast... I would expect it to be closer to the iOS and Droid builds than the full-fledged PC build.
We definitely plan on having day/night cycles on the DC, and at least some level of static shadows going on. Overhead "clouds" would not be particularly demanding on the DC. The true dynamic "sun" we implemented in 3D space is also not outside the realm of possibility, as the DC can bumpmap, and it can light objects per-vertex...
Lighting is going to come down to figuring out exactly how taxing bumpmapping is on the DC's hardware, and seeing exactly how many dynamic lights we can have affecting geometry in a tightly-unrolled, SH4 assembly-optimized lighting renderer... Just getting the lights going on DC would be a pretty easy feat, but they will probably perform shittily. Getting them optimized and performing well will be quite an engineering R&D feat that will certainly take time.
edit: Don't know if you guys are following us on Twitter, G+, or Facebook, but we currently have large discussion threads going regarding what kinds of rewards people are hoping to see in our Kickstarter this summer. Your input is absolutely welcome!