Posted 09 September 2010 - 03:21 AM
Posted 09 September 2010 - 05:20 AM
Posted 10 September 2010 - 06:50 PM
Seriously, my feeling about Thief4 getīs worse with every "news" and month passes by. Why donīt they share what they already have? If they talk about 10 hours play-time there surely must be sth to show the fans, why they donīt do that?
Posted 13 September 2010 - 08:53 AM
Posted 24 September 2010 - 06:35 PM
Posted 24 September 2010 - 09:19 PM
Posted 24 September 2010 - 10:37 PM
Posted 25 September 2010 - 01:58 PM
And jtr7 quoted Eidos's VIKTORIA about the length of the game.
As for the magazine reporting that T4 would be 10 hours long... it's up to you if you wish to spend your time reading this third-party information and it is also your prerogative if you wish to believe it. This kind of press is prevalent everywhere, for all forms of media, so it is unlikely to damage EM's reputation. Really, the proof is in the pudding - so just wait until you here OFFICIAL information about the game.
Both of which for speak, pretty much sums it up.
Posted 25 September 2010 - 02:32 PM
As between T4 and the Dark Mod, that might depend on things like which gameplay & assets you prefer, which editor you prefer, how much you want or like TDM's open-source-ness, how much you want tutorials, wiki, & community support, and who knows what else. I think those of us that have already made TDM FMs will stick to it because we've already gotten over the learning-curve. Anyway, these things are always hard to predict. Be interesting to see whatever happens.
Posted 25 September 2010 - 02:53 PM
Posted 25 September 2010 - 03:47 PM
Between Thief 2 and The Dark Mod, do we really need another game to make FMs for anyway?
When Thief 4 will be released, new taffers'll arise. AFAIS, Thief 2 and Darkmod have loyal mappers. I don't think there'll be a big migration from t2 and tdm mapping community to t4. Eventually, t4 has a different engine, dynamics. It's not a simple task to learn everything from the begining in mapping process. That's what happened between tdm and t2, right?
Edited by SiyahParsomen, 25 September 2010 - 03:51 PM.
Posted 25 September 2010 - 06:33 PM
It's not a simple task to learn everything from the begining in mapping process. That's what happened between tdm and t2, right?
mmmmm, I don't think so.
Posted 25 September 2010 - 07:01 PM
I doubt you'll see an editor for T4, DX:HR almost certainly isn't getting an SDK and I'm quite sure they wont be packaging an editor with release or within commercial lifetime.
Hacking together the UT3 editor to work with their packages is most likely possible at some level if you have someone keen on spending a lot of time reversing and without a leaked beta or something I doubt it would be very stable/useful even once done. However seeing as people will be doing this from T4 and HR sides, maybe something will come of it... but the guys that tried for those Batman games gave up.
SE also don't like the option/news of releasing modding tools as it could potentially decrease DLC sales. None of the western devs that have published under them have released and editor/SDK(including devs who were previously very community friendly), all of them have/are releasing DLCs.
Posted 26 September 2010 - 03:38 AM
Doesn't their engine rely heavily on static meshes built with external modelling tools? Because if that is the case, that's an extra barrier you have to jump over. Unfortunately, modern engines have largely moved from in-editor to imported architecture. Plus what Serpentine said (even if I think FMs have helped extend the older Thief games' longevity by at least a bit - those are probably not too big numbers).
I have a feeling T4 FMs could be easier to make than TDS ones. I don't think they're going to make the same mistake messing with the engine and tech, and the engine does have a good track record. And it will still have lots of great assets and all the gameplay in place. So I could see it taking off at least better than TDS.
I don't have high hopes, although of course I'd be interested what people could make in an engine like that. What we have seen of DX:HR has been nothing but spectacular.
Posted 26 September 2010 - 07:30 AM
Posted 26 September 2010 - 08:28 AM
I remember seeing a whole bunch of job offers for UE3 work a while back and after Arkham assumed they'd continue.
Posted 26 September 2010 - 10:32 AM
I guess UE3 is more mod friendly. Nobody can make maps for Tomb Raider Underworld since there's no editor or SDK available, and they have a long-established modding community as old as ours with a lot more maps (so they have even more claim to demand an editor from SE than we do). But people have been able to make Mirror's Edge maps on the UE3 editor even without an SDK; a few fans were clever enough to rig the vanilla UE3 editor to do it. But not for other games like Mass Effect on UE3 or Bioshock on UE2.5. But at least with UE3 there's a chance.
Posted 27 September 2010 - 05:42 AM
Posted 08 November 2010 - 05:55 AM
"Release is minimum 2 years away" but further down he is talking next Feb/March (though I'm not sure if he is still talking about Thief.
A team of 95 to 150 full time paid workers with all professional resources available? Hard to believe all that lot could be working on one game. They're not building a moon rocket. Basically doing what the Dark Mod team did, producing a mod, assets, etc. designing levels. I think Dark Mod had 3 or 4 coders working part time at best.
Posted 08 November 2010 - 06:22 AM
A lot of those full-time employees will probably be working on assets, cinematics (does Square's team count in the figure?) and maybe QA. Games have grown a lot in the last decade, not really to their advantage.
Posted 08 November 2010 - 06:24 AM
Edited by MoroseTroll, 08 November 2010 - 06:26 AM.
Posted 08 November 2010 - 07:05 PM
I'm expecting a really great @#$%ing logo though.
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users