|4 posts found|
General: Dana Massey: Why Not Well Animated MMOs?
News & Features Discussion « General Discussion
5/14/09 7:35:03 PM
It is something that is lacking indeed.
And about the 60+ emotes: they are a must, for they can add so much more depth to a otherwise flat and boring moment (I do not remember which game it was, but one had a /teapot command, which made the character act as if he/she was one. Totally useless, perhaps, but tons of fun!). Roleplaying is another good reason to keep them.
(though Star Wars Galaxies really had a LOT of them, I once printed a manual of them. Next to tons of emotes, a lot of them with animations, there was also the difference between emoting someone else, yourself or just general. Damn I loved those things)
Anyway, back on topic: Yes, we need better animations. That does not have to go at the expense of people with lesser hardware at all, there's this thing called scalability: make the content at different resolutions. The same for the animations: either let the animator (bigger data files) or the computer (bigger calculations, I don't know which one would be the best option in this case) remove keyframes that add little details. People with weak(er) computers will still see the animations at today's quality, those with better hardware see the characters come to life.
what language you use, depends on what you are writing.
If you are writing something small and you want to have it quickly, use a scripting language (e.g. a program that has to parse data and put that data in another way in new files). If you need to make an editor for your game, e.g., use a simple language like Java or c#, they are easy to use and you can get results a lot quicker then the more "heavy" languages.
If you want to write something sirious like a game (talking about a big game), you want it written well. Then you can go for c++. Programming in it goes slower then in c#, but you have a lot more control about how stuff is handled, as well as a bunch of tricks you don't have in c# (templates, e.g.).
For the UI, AI etc. you can still use lua, there's no need to put those things in a compiled language like c++, and you can make quicker adaptations.
If you have all the time in the world, and your application has to be as fast as possible, you can always start coding in assembly. It gives you all the power in the world, but it's unreadable for people not familiar with it, you have to rewrite your stuff for different processors (they use other instructions), and takes waaaay to long to have anything. But, if you really want, it's possible.
A general rule of thumb is this: if you want something that looks more like plain english (like vb and c#), it will be less performant.
i can't wait to start playing!!!!!!!!i have a beta key
General Discussion « Perfect World
8/16/08 3:10:16 PM
No, it's Laneo (sorry, couldn't resist)
and at OP:
(bet he's gone with that for like a day or so)
Why bother with the malysian version? In a few days CB begins, keys can be found here on mmorpg.com and then you can try it out.
Also, might be worth mentioning that there's another version that starts in September, the Multilangual version (has server for Spanish, French, German, Türkish and English people, servers are located in Germany), at http://www.perfectworld.ms.
Me, I'm gonna try the CB on the International version, and play on the "European" (they seem not to exacly like that name) version, higher ping, also an English speaking community, and I can be certain of good hours for events.