Awesome Awesome Awesome...
But one thing left out -- is there anything behind the forcefield in luxurious's room? or is that the chest you are taking about -- since there was another chest in his pleasure chamber.
Just thought behind the forcefield was the 5 clue...but it's those darn sigels all over kingdom come.
Where's the dragon for the 5th clue?
Many many thanks.
Oddly...don't know how it was done -- but while there are different maps, in obvlivion, there was a mode called 'open cities' that got rid of the city doors all over the place -- so more transition places. But there, I think they could load multiple maps into a cache. The game was resource intensive.
Still, jumping off the balcony -- could do a instant cut screen to during the dragon change.
Part of the trick is to load maps in background in anticipation of what will be needed and have room for more than one. So if you are on balcony, load adjacent air...set up to allow partial-on-demand, paged-in map loading with caching the way OS's do. Thinking through game design, a complex game that's well built, I could see all the structures and features in an OS being put to use in a game: demand paging, caching, threading, multi-tasking -- each AI in the game can have it's own 'routine' of what it does -- and it's updated in background all the time or at timed intervals. Complex AI's can follow paths from one city to another -- in Oblivion, they had schedules by the day of the week of where some chars would be. I've studied game writing and oblivion was by far the most complex, well filled out example of many features. I just wish they'd done a graphics update with Divinity's graphics, but they had expansive panorama's -- that took ALOT of memory to run well. Including alot of video RAM. Card of today can run it fairly easily, but it was released years ago, and only the fastest cards could run it with full enhancements. I had a good machine back then for the day, and it struggled at 1600x1200.
The game engine in Divinity is pretty good, but if games start being able to use x64 memory, with multi-gig's of RAM, should be able to fit ALOT of maps in memory. Even if they page off disk, if they go through the system's read/write, it can make use of most of that space as cache.
My 24G, system usually has at least half of that or more used for caching (except when I'm doing photoshop work -- that swallows the whole thing and often wants more...(large images)...