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Oblivion also uses Gamebryo. Should tell you something.

It doesn't allow for such a giant streaming map as Morrowind did apparently frown.

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But Morrowind was Gamebryo as welL.

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Originally Posted by virumor
But Morrowind was Gamebryo as welL.

But I wander if it's really equivalent: Morrowind 'fogged' out the draw distance, whereas Oblivion showed the entire world from any given point. Techically they're quite different problems, even if they used the same basic engine technology.

But it does beg the question, is the reason Oblivion gave up on flying because of the engine (as Hassat suggested) or because of lazy level design (as I suggested)? Certainly Larian used the engine (memory) excuse to justify the difference between flying (Dragon form) and walking.

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Larian also gives engine problems as reason, they should know.

Question remains; why did the Bethesda engineers update Gamebryo from Morrowind to Oblivion to no longer support proper flying...

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Wasn't there a dragon mod for the PC version of oblivion where you could fly around?

Edit: Here http://betteroblivion.com/dragonmount.php mod works but suffers from slowdown on older machines. Chucking more RAM in your PC helped which should give some idea of the engine's limitations.

As for the invisible barriers - Oblivion has them; travel to the far south of the map below the ruined city of Kvatch. You can see the lands across the river but can't reach them as this is the area where cyrodyll borders with another country. Maps have to be split up to prevent them from becoming too large and causing performance issues - probably why Sentinel Island as not part of the same map as Orobas Fjords.

Possible game engine for Divinity 3 could be the Creation engine which will power Skyrim depending on if Bethesda chooses to licence it or not. Quick look on google looks like the company behind Gamebryo is suffering the typical woes of the industry and is in financial trouble. Another possibility is the Vision Engine 7 which powers Gothic 4.

Some info on the creation engine - just imagine Divinity 3 which looks like this! http://raidingparty.net/featured/what-the-creation-engine-really-means-for-skyrim


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Larian may be using a new game engine, but they would have had to have started with it some time ago.

Projects D and E are scheduled for release next year (hopefully before the world ends, but a slip into early 2013 wouldn't be inconceivable). Status update (long overdue)
Both were in a presentable state for the Game Developers Conference in March (Status update), and the earliest I recall Larian confirming they had started working on Divinity 3 was October of last year (see here, with the first details here).

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Thanks for consolidating all the info, with me being fairly new here I didn't know they had announced it so early as October. I'm not one for participating frequently in game forums unless I really enjoy the games in question. Plus I'm unemployed now (crappy British economy) and have more time on my hands! smile Most games I play I forget about having finished them.

As for the updates etc, it says they have two divinity games so both are definitley based in the divinity universe. From what I gather I still believe project E is the spiritual successor to Divinity 1 and will continue the story probably revolving around the Divine finally defeating Damien. Project D however is the one this thread is really about and is obviously about dragon knights in some way or another. What is still a mystery however is the plot - I assume it continues the Dragon Knight's story and how it will tie in with the setting of the other game.

There's still a long way to go yet though before release & goalposts change; having worked for software companies myself (admittedly bespoke business software, not games) the end result of a software package can be completey different to how it was originally conceived. Hopefully we will see another update soon as E3 is just around the corner.

Demonic - yes, more towns will be good, I agree. I thought Rivertown would be an actual town as well...


Last edited by Arokh; 11/05/11 09:14 AM. Reason: meant div1 not div2

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Originally Posted by Arokh
Thanks! I'll be checking that mod out!

Originally Posted by Arokh
As for the invisible barriers - Oblivion has them;

Yes, but my point was that Morrowind was better - it had no barriers. Or at least, it was an island where you had to spend about 5 minutes playing-time to fly far enough from the shore to hit the invisible 'map boundary' barrier.

But Morrowind had 'fog limited' draw distances, which you can't really compare to modern game engines that show the entire 'world' - at least not when it comes to graphics engine algorithms...

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I prefer Oblivion's invisible borders (but with huge vistas) to Morrowind's blinding fog and infinite ocean. The infinite ocean doesn't REALLY fool anyone into thinking the world is seamless and there's a huge continent on the other side, does it?

I do like being able to stand on a cliff in Oblivion, look across and see city walls in the distance and be able to walk there.


On a new topic, I wonder if the next Dragon Knight game will feature The same Dragon Knight, or if you'll play as a new initiate to the re-formed order of Dragon Knights, with the player character from the previous game as the master of the tower. That would probably be a logical way to "depower" the previous character (instead of actually de-powering them) so the game is a challenge.

Last edited by Stabbey; 13/05/11 04:51 PM. Reason: added new idea
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Originally Posted by Stabbey
I prefer Oblivion's invisible borders (but with huge vistas) to Morrowind's blinding fog and infinite ocean.
So do I, and I agree the 'infinite ocean' was just an illusion (admittedly a nice illusion). I just wish Oblivion let us fly, in the same way I wish DKS let us attack ground troops. But I thoroughly enjoyed both games, so these are only minor grievances.

Originally Posted by Stabbey
On a new topic, I wonder if the next Dragon Knight game will feature The same Dragon Knight, or if you'll play as a new initiate to the re-formed order of Dragon Knights, with the player character from the previous game as the master of the tower. That would probably be a logical way to "depower" the previous character (instead of actually de-powering them) so the game is a challenge.

I guess if it's a new game, then it's a new character, but if there is any way to import my DKS character into the next game, I promise I'll pre-order (for the first time in my life!). I'd really like my DKS character to take a further part in the story, one way or the other...

EDIT: I'd even be happy with a 'Dragon Age' style import, where my previous character only affects the politics of the new game.

Last edited by Trippy; 13/05/11 05:27 PM.
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Originally Posted by Stabbey

On a new topic, I wonder if the next Dragon Knight game will feature The same Dragon Knight, or if you'll play as a new initiate to the re-formed order of Dragon Knights, with the player character from the previous game as the master of the tower. That would probably be a logical way to "depower" the previous character (instead of actually de-powering them) so the game is a challenge.


I wondered that too. The story for Project E is pretty easy to guess but I have no idea what they will do for Project D except for it will feature 'the dragon thing' as someone put it. I'd agree with Trippy as well, it would be nice to have the option of importing your DKS character although it may be awkward to sort out game balancing issues. Realisticly though my best guess is you will start off as a new character and your DKS character (imported or not) will be your mentor.

The main thing I'm wondering is from reading Lar's comments project D will be something that has not been done before, ever, so I wonder what that is?

Last edited by Arokh; 13/05/11 05:32 PM. Reason: Posted same time as Trippy

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Originally Posted by Stabbey
On a new topic, I wonder if the next Dragon Knight game will feature The same Dragon Knight, or if you'll play as a new initiate to the re-formed order of Dragon Knights, with the player character from the previous game as the master of the tower. That would probably be a logical way to "depower" the previous character (instead of actually de-powering them) so the game is a challenge.

That would be an interesting way of doing it.

Though if the Dragon Knight does appear as an NPC, their gender should still be determined by the player. My 'canon' Dragon Knight is a woman so I'd be somewhat miffed if the Dragon Knight in 3 is always a man.

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^
Yeah and they can easily put a helmet on the Dragon Knight whenever we see him/her so we can imagine him exactly as we made our Dragon Knight in Divinity 2. Though I doubt she/he will speak and will probably be only spotted once in the game. Like when you're becoming a Dragon Knight, you approach The DK and he/she gives you the power and then you never see him/her again because he/she is in the Battle tower doing whatever.

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Just to avoid doubling the work for that character (or the hassle of allowing it to be configured), if the Dragon Knight is in the next game it would probably be easiest to change the model away from anything that was available in D2:ED/DKS and have him/her make a comment about taking advantage of the illusionist. Alternately, that character could remain in dragon form.

If they go with a fixed character, I'd guess they would make the dragon knight female, at least for contrast with the Divine One (who is male in D2:ED, but you could play a male or female character in Divine Divinity).

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Originally Posted by Stabbey
EDIT: I'd even be happy with a 'Dragon Age' style import, where my previous character only affects the politics of the new game.


I agree. It would also be good if we could import savefile with our DK to her/him appear as powerfull npc. If we were magic use DK-npc would appear as magic user,If we were ranger He/she would be ranger with some bow on her/his back.

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id like to see the game more challenging i played on nightmare difficulty killed the divine in 2 hits and ygerna in one.
I know your supposed to be essentially a demi-god but still after about lvl 5 the game became too easy even on nightmare difficulty Id hate to have seen how easy it was on the lower difficulty settings

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Originally Posted by Raze

Just to avoid doubling the work for that character (or the hassle of allowing it to be configured), if the Dragon Knight is in the next game it would probably be easiest to change the model away from anything that was available in D2:ED/DKS and have him/her make a comment about taking advantage of the illusionist. Alternately, that character could remain in dragon form.

If they go with a fixed character, I'd guess they would make the dragon knight female, at least for contrast with the Divine One (who is male in D2:ED, but you could play a male or female character in Divine Divinity).


I dunno. The prologue video shows a male character chasing a dragon and in the trailer as seen on the web, Ygerna appears straight away after - wounded - and gives him her dragon memories. So it could mean that the DK is canonically male just like The Divine.

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I think the prologue video is supposed to show one of Rhode's Dragon Knight underlings. The leader of the one you kill in front of the Maxos Temple, in fact.

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That same guy is the promotional character for the cover of Ego though.

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New idea.... Put real live, current advertising of coca cola, or mcdonald, and make it so new Ads will download from interned to show in our game.


It's joke,not serious.


Last edited by pall; 15/05/11 12:12 AM.
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