Thief 4: the ONE Mandatory thing. - by 5tephe
Reliance on 17/5/2009 at 01:21
In hindsight, the one true necessity and the one MANDATORY thing is a complete, simple, powerful, beautiful, diverse, and versatile world/map editor.
(Simple as in ease of use, powerful as in mastering it provides some very, very interesting results)
More than anything I want Thief 4 to be completely mod-able with a "darkloader/garrettloader"-esque mission loader built in. Perhaps even some source code given to the community! (I can dream... :laff:)
But of course the map editor has priority over darkloader any day!
addone on 17/5/2009 at 01:22
Quote Posted by Reliance
In hindsight, the one true necessity and the one MANDATORY thing is a complete, simple, powerful, beautiful, diverse, and versatile world and map editor.
You sneaky bastard, that's two things!
Reliance on 17/5/2009 at 01:28
Quote Posted by addone
You sneaky bastard, that's two things!
For some reason I just had
"Heeeeeeeeey! *Hiccup* QUIT TAFFIN' AROUND"
Echo in my head after reading that. :laff:
Fixed it to one thing :-)
voodoo47 on 21/5/2009 at 14:39
it must be a pc game..and don't forget the apples.
Taffer36 on 21/5/2009 at 22:43
Quote Posted by Fafhrd
No Open World/Hub World.
It was tried in Deadly Shadows, it didn't work and it split the teams focus so much that the missions suffered. Concentrate on making the story missions the best you possibly can. There's nothing wrong with a linear progression of levels when the story is done right and the levels play well.
I think it's a bit unfair to use Deadly Shadows as an example due to how poorly that particular implementation was handled. Open world does not equal narrow pathways and puny sections.
Fafhrd on 23/5/2009 at 04:39
My problem isn't so much Deadly Shadows' implementation as the split focus in level design. There's also the perfectly legitimate fear that if missions are done within a large open city a la a Mafia or GTA, as opposed to actual separately loaded mission levels, that the overall fidelity of the world will be generally lower than it should be.
SubJeff on 23/5/2009 at 13:20
Movement and physics mechanics that are at least as good as in Thief 1 and 2 and not messed up like in Thief 3.
And can we see this document that has been sent to EM please? I'd like to know what things have been sent in our name, so to speak.
slayerking on 24/5/2009 at 04:00
Quote Posted by Bikerdude
Quote:
Originally Posted by Random_TafferStephen Russell
I second that
I third it :thumb:
potterr on 26/5/2009 at 09:18
Quote Posted by Reliance
More than anything I want Thief 4 to be completely mod-able with a "darkloader/garrettloader"-esque mission loader built in. Perhaps even some source code given to the community! (I can dream... :laff:)
I did ask the project team myself as they are well aware of both DL and GL. I suspect that if they go with an SDK released with the game then the game itself would be able to load up FMs, however I asked if they could add in command line argument launching of FMs via the main T4 exe (much like doom 3 or Half life 2 do), which would mean GarrettLoader can still manage FMs for it with ease. The Custom game support in GL may already be able to support FMs for T4. However that's all if they go with T4 housing its own FM loader.
fraten on 26/5/2009 at 13:29
Yes. that is the ONE mandatory thing: allow Fan-Missions as soon as possible.