auricgoldfinger on 7/3/2014 at 17:40
Quote Posted by jay pettitt
Oh okay. Yup, it's not time specific. But neither is the video. You don't have to watch it live. You can watch it any time. Phew.
It's just recorded live, presumably because TwitchTV exists and makes it easy (usually) to capture/do.
Let's not forget some streamers interact with the stream chat.
ZylonBane on 7/3/2014 at 20:04
Let's please forget that.
cragscleft7 on 7/3/2014 at 22:11
Shouldn't this be NOW?
The Video say "offline", when I try to watch it. :erg:
voodoo47 on 7/3/2014 at 22:26
works for me - and yeah, they are using TFix (even went for the enhancements). it's probably the fist time the orig devs can see all the good stuff the community has made.
cragscleft7 on 7/3/2014 at 22:34
Yes, now it's online. :D
voodoo47 on 8/3/2014 at 01:06
the most interesting stuff from the cast:
- Garrett's original name was Palmer.
- T1 was highly experimental, they did not know what they were doing half of the time (looking at the levels via editor, one can only agree).
- T3 levels were whole originally, but hat to be split because of limitations (supposedly engine, but I believe xbox would be more like it). the team hated it, but had little choice.
- cutting rope arrows and swimmable water was Randy's decision (because of time constraints. renderer would have to be modified should the water be swimmable, and existing levels would have to be reworked to implement rope arrows, as the preliminary work has not been done with rope arrows in mind for some reason), the rest of team didn't like it almost unanimously. he now agrees that replacing rope arrows with the gloves was a bad decision (couldn't agree more - if there is one thing I hate about T3, it's the gloves, especially because patching them out would be almost impossible, unlike the rest of the bad stuff).
Platinumoxicity on 8/3/2014 at 13:27
The most important thing I got out of the video was how Randy described the design philosophy of Thief. That you need to make the simulation as perfect as possible, so that all the player freedom and emergent gameplay can just naturally form from how the game is designed from the ground up. Otherwise you'll just end up making a few scripts, and a few more scripts, and piling up compromises on top of compromises, to get a few things working in few different locations, specifically designed for those locations. That's why the Thief trilogy and Dishonored work better and just have better design than NuThiaf.
He also revealed the secret behind the abandonment of rope arrows in TDS. The reason was that they didn't want to just have static rope arrow attachment spots. Apparently that would have been terrible for a Thief game. Just more evidence to suggest that Eidos Montréal were fumbling around the dark. -Or fog actually.
ZylonBane on 8/3/2014 at 15:54
Quote Posted by Platinumoxicity
just have better design than NuThiaf.
There was an old Thiaf?
voodoo47 on 8/3/2014 at 23:15
probably was - the first videos and screenshots that were later removed were probably from a version that has been scrapped completely.