Orac|

Seriously considering becoming a hermit, joined Sep 30, 2008

"Just the place for a Snark!"" the Bellman cried,/ As he landed his crew with care;/ Supporting each man on the top of the tide/ By a finger entwined in his hair.// "Just the place for a Snark! I have said it twice:/ That alone should encourage the crew./ Just the place for a Snark! I have said it thrice:/ What I tell you three times is true."//

Comment History  (0 - 30 of 839)
Orac|
Orac| Jun 27 2015, 10:01am replied:

Swimming is a logic added to RA2, and is thus not available to us in the TS engine. The same goes for deployable infantry.

At the moment I think Nod has more infantry than it really knows what to do with (What is the flame infantry actually for?), so adding a chameleon spy is probably a poor move.

Jumpjets can already get up cliffs (and across water, and can fly all over the gaff).

+1 vote   news: Weekly Bulletin 27/06/2015
Orac|
Orac| Jun 27 2015, 7:21am replied:

An early version of this electric Cadre concept did have it EMPing vehicles. Unfortunately, the AI ignores units after they're EMP'd so they sit there for the duration of the game being useless and taking up space. The standard EMP cannons are usually used in conjunction with combat so EMP'd units don't stick around for too long (they're busy being blown up). The cadre was EMPing so many units though that it was liable to clog up the map entirely and led to boring slow games and brain-dead looking AI.

+2 votes   news: Weekly Bulletin 27/06/2015
Orac|
Orac| Jun 23 2015, 8:15pm says:

Some Reign of Steel assets getting some use there, looks cool.

+4 votes   media: Mental Omega Side 4 Reveal Trailer
Orac|
Orac| Jun 23 2015, 5:38am replied:

A weekday ending in a "Y".

+2 votes   mod: C&C Tiberian Odyssey
Orac|
Orac| Jun 13 2015, 5:21pm replied:

We shrank the infantry for a while, and the results were blobs of poorly defined pixels. It's not a giant issue on the default infantry because you've played TS and can remember what they look like, but with new infantry it was really hard to get them to look human let alone get them telegraphing their weapon.

So at the moment we're using full sized infantry until we can find a happy medium between blobs of pixels and the current TS scale.

+1 vote   news: Weekly Bulletin 10/06/2015
Orac|
Orac| Jun 11 2015, 5:20pm replied:

I agree that balance will be fine tuned with time and heavier online play, but we don't want to do that until all of the things which need to be balanced are in-game and functional.

We need to have the dynamics sorted out first (like Nod's late game or a few parts of the naval combat), then the wider testing can begin.

+2 votes   mod: C&C Tiberian Odyssey
Orac|
Orac| Jun 10 2015, 7:03pm replied:

The first of your ???s is the Sensor Array and the second ??? is indeed the Harpy.

+2 votes   news: Weekly Bulletin 10/06/2015
Orac|
Orac| Jun 5 2015, 8:59pm says:

Personally I think the skull should look angrier, but that is literally my only critique at the moment.

+2 votes   media: More blood raven costume update!
Orac|
Orac| Jun 5 2015, 1:35am replied:

It should work with pretty much whatever resolution you feel like.

+1 vote   news: Weekly Bulletin 3/06/2015
Orac|
Orac| Jun 3 2015, 7:50pm replied:

Exactly. There's no need to bite off any more then we've already bitten off so far.

+1 vote   news: Weekly Bulletin 3/06/2015
Orac|
Orac| Jun 3 2015, 7:23pm replied:

A couple of bad experiences with testers in the past has sort of soured things, but the bigger issue in my mind is that Morpher is in Australia and I'm in New Zealand. We can jump on CnCNet and have a game after dinner because I'm only 2 hours ahead of him. Other people have to get up really early, stay up really late, or skive off work, so we don't get to have frequent games.

+1 vote   news: Weekly Bulletin 3/06/2015
Orac|
Orac| Jun 3 2015, 7:19pm replied:

OpenRA is pretty cool.

It'd be pretty interesting, but I'd be hesitant to do so given the sheer amount of assets, maps, and code that would need to be converted; and the number of bugs and balance issues that would probably be introduced.

I think it can easily improve upon TS. The voxel rendering looks really cool and the engine seems pretty easily extendable. It's up to the users to keep the project above water though, and so smaller projects like DTA and TI can stay relevant more easily.

8 - 10 months, at a guess. Maybe more. It'd be cool to get a proper tesla effect into TS, and both GDI and Nod could be improved by making their top tier units a little more special I guess. Off the top of my head I can't think of too many outright logics that I wish TS had. As with any engine or development environment I think there are certain walls you come up against, there's always going to be stuff you wish you could do but can't.

We'll be sticking to TS for the foreseeable future I expect.

+1 vote   news: Weekly Bulletin 3/06/2015
Orac|
Orac| Jun 3 2015, 5:20pm says:

They shall ride into Valhalla, shiny and chrome.

+3 votes   media: there is something amiss in this WWWWAAAAGGGGHHH!!
Orac|
Orac| Jun 3 2015, 5:16pm replied:

Just Morpher and I most of the time, unfortunately :(

+1 vote   news: Weekly Bulletin 3/06/2015
Orac|
Orac| Jun 3 2015, 9:45am replied:

Rampastring has provided us with a fantastic multiplayer client which works with CnCNet, and also gives us a bunch more control of various internal settings - without it I doubt many of our gamemode concepts would have been possible.

As good as OpenRA is, Rampastring's client (Which Dawn of the Tiberium Age and Twisted Insurrection both use a variant of, I believe) suits us fine for the foreseeable future.

+3 votes   news: Weekly Bulletin 3/06/2015
Orac|
Orac| Jun 3 2015, 7:16am replied:

Morpher handles all the code and is quite comfortable with the TS engine. At the moment we're so close to having all our assets done that the porting process seems like a huge headache. I haven't investigated OpenRA very deeply, but if we were to lose anything in the transition between file types it would be an enormous blow.

If at some point in the remote future we discover something we absolutely can't live without then perhaps we'll investigate it, but I for one would really like to get everything finished and polished before thinking about any other big steps.

+3 votes   news: Weekly Bulletin 3/06/2015
Orac|
Orac| Jun 3 2015, 12:23am replied:

I just wrote one, and it is now awaiting ModDB's authorisation. :)

+2 votes   mod: C&C Tiberian Odyssey
Orac|
Orac| May 30 2015, 9:18pm says:

Wow, that water is looking incredible.

+6 votes   news: Hearts of Oak Dev Blog 30th May 2015
Orac|
Orac| May 15 2015, 9:44am replied:

Ya caught me!

+1 vote   media: DM: A Tale of Two Cities (2)
Orac|
Orac| May 15 2015, 8:32am says:

How are you making ascii look so good? How are you making 12x12 pixel blocks look so good?

You made some sort of Faustian bargain, didn't you? DIDN'T YOU?

...Because it totally paid off.

+3 votes   media: Destruction and Combat with new Tileset
Orac|
Orac| May 15 2015, 8:21am says:

HOLY ****. Like, usually I wouldn't go for profanity and caps lock to voice my opinion, but the latest round of gifs are seriously good.

I haven't really played a roguelike of this old style since I sank hundreds upon hundreds of hours failing at Nethack. This revitalizes my love of this genre.

Like... in the mainstream, roguelikes have been being updated and reworked for current sensibilities by taking the ideology of the old school and applying it to new things. FTL for instance checks a bunch of roguelike boxes but is still a totally different beast. Permadeath, random generation, hard decisions and that high learning curve. It's a great game and probably my favourite to come from this permadeath resurgence.

This looks to checks all the same boxes, but it looks like it applies that ideology right back into the source genre? And with all the style and panache available. It's looks like everything I loved about old terminal rpgs, but what I imagined them to be rather than what they were. And I love that. The full gamut of colour and the incredible UI are wrinkling my brain with anticipation.

Goddamn I am psyched. Keep up the amazing work!

+2 votes   game: Cogmind
Orac|
Orac| May 13 2015, 9:04pm replied:

Mine rails!

+3 votes   media: It's a freaking minitrain!
Orac|
Orac| May 12 2015, 6:00pm replied:

Yeah but smaller infantry can so easily become blobs of indecipherable pixels. We had TI sized infantry for a while and it became a nightmare to do anything but mass them, which was detrimental to the flow of the game overall. Especially for GDI, whose infantry blend in pretty easily with the terrain and each-other.

Their size will probably be tweaked a little in the future, but for now I'd like to err on the side of functionality.

+1 vote   mod: C&C Tiberian Odyssey
Orac|
Orac| May 10 2015, 11:06pm replied:

Agreed!

+1 vote   mod: C&C Tiberian Odyssey
Orac|
Orac| May 9 2015, 8:19pm replied:

Testing is ongoing. The recent transition to using an external client has made online testing a lot easier though, so hopefully we can get a few more games going within the staff to really fine-tune balance.

+1 vote   mod: C&C Tiberian Odyssey
Orac|
Orac| May 9 2015, 7:42pm replied:

Sure, what do you want to talk about?

+1 vote   mod: C&C Tiberian Odyssey
Orac|
Orac| May 6 2015, 10:44pm replied:

That's a good question. I don't think we'll mess with the faction tech trees too much, but there is already a few light vehicles which GDI can acquire through captured tech (Forgotten Tanks and whatnot) and hover vehicles that Nod can acquire (Like the CABAL Hovertank). So clever placement of tech buildings could make these maps with treacherous terrain more interesting.

I think that making planning more key will be more of an issue for GDI than it will be for Nod, since Nod has a greater reliance already on deployable vehicles and stealth.

+1 vote   news: Weekly Bulletin 6/05/2015
Orac|
Orac| May 3 2015, 8:01am says:

This is one lively RPG. I look forward to it!

+2 votes   news: The Living Dungeon
Orac|
Orac| Apr 23 2015, 2:14am replied:

That'd be what the highpoly assets I've been making would be for ;)

+1 vote   news: Weekly Bulletin 19/04/2015
Orac|
Orac| Apr 22 2015, 7:39pm replied:

Full scale TS style cutscenes are one of those really cool things that I'd love to do if I ever have the time or the energy, and have actually made a few props for (like this one: Dl.dropboxusercontent.com).

As it stands, it's likely that once we're settled on mission order we'll do some cutscenes like the ones Firestorm uses, since they're simpler to make (like this one: Youtube.com).

+1 vote   news: Weekly Bulletin 19/04/2015
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