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Showing results for tags 'asymmetry'.
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Hey there folks, been lurking these forums for some time, but I haven't been very active with my posting. Now, however, I am collecting ideas and technical details for a (hopefully) FM of my own. I have casual experience with a few different engines (Source, UnrealEd, CryEngine 2) and I understand the basic concepts of scripting. I've always been interested in making some Thief-like game to try out different gameplay elements I've been thinking of, and I got really happy when I saw that you guys managed to get TDM working standalone. Primarily my plan is to focus on sound and music as the main tools for immersion. I have a few years experience working with Propellerheads Reason for audio design and music composition. As the thread title say, I'm interested in the possibilities Dark Radiant provides regarding asymmetry. I've gone through lots of the inspirational material in different threads, and a recurring theme in medieval buildings is their often skewed and crooked looks. So my question is, would that be possible within the DR engine? Most maps I've seen are quite straight-angled and blocky in their design (rooms and corridors and streets all follow the same lines, with the majority of angles being 90 degree ones). Are there any specific technical difficulties with rotating, say, buildings in a street to other angles? I'm imagining severely crooked narrow alleys, with houses at different angles and things slightly leaning one way or another, and the street varying in height to break it up even more. I am aware of the fact that this approach would probably make everything harder to design (placement of visportals, texture seams, leaks/gaps, etc.), but it sure would make things more interesting. If anyone has any specific things to say about these ideas, don't hesitate to share your thoughts!