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  • #46
    Markos:

    You have a much more seasoned view of this. You've seen the process of Alpha to Gold many times. And sure, I'm interested in seeing how all this will be improved as well. But if you ask me, showing screenshots at this stage (unless they were awesome, of course) is rather silly. I suppose, though, if this is the start of the media blitz, we'll just have to bear with it.
    I've been on these boards for a long time and I still don't know what to think when it comes to you -- FrantzX, December 21, 2001

    "Yin": Your friendly, neighborhood negative cosmic force.

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    • #47
      Kull:

      I've considered "the Firaxis Method" on more than one occasion. I can tell you that it has obvious advantages. However, I have also seen some rather insidious disadvantages as well: When you play a game over and over from the Alpha stage as a tight-knit group, you begin to lose your objectivity. It's like when I write at speech for the president of our university...I swear I looked at the word "marital" and saw "martial" two hundred times without it registering. You simply MUST have new eyes looking at your material all the time.

      So while that method is all well and good, how many of those guys are really going to say "Sid, this part of the game REALLY sucks"? First, it would take some balls, which I'll grant that they have. Second, it would take not being in love with or blind to your own work, which too much incremental upgrades over a time to things can make you do.

      Consider SMAC. They thought those were some kick-ass graphics and ground-breaking gameplay. (Issues that the beta team tried to take issue with, by the way, but it was either too late in the process or falling on deaf ears).

      So I predict that unless Civ3 gets some serious and dedicated play-testing OUTSIDE of the Firaxis loop, we could be in for some interesting months come release time.
      I've been on these boards for a long time and I still don't know what to think when it comes to you -- FrantzX, December 21, 2001

      "Yin": Your friendly, neighborhood negative cosmic force.

      Comment


      • #48
        Yin26: As further support to your "beta-graphics" theory:

        "To save design time, art and sound assets for for certain aspects of the game won't even be approached until they're in for sure."

        That may explain the absence of 3D terrain. Perhaps it's really "there" in the beta, but just being simulated by underlying tile attributes.
        To La Fayette, as fine a gentleman as ever trod the Halls of Apolyton

        From what I understand of that Civ game of yours, it's all about launching one's own spaceship before the others do. So this is no big news after all: my father just beat you all to the stars once more. - Philippe Baise

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        • #49
          What was that business regarding Brueghel's "Tower of Babel"? Do you mean the art on the box?

          Gary

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          • #50
            Nice to see some new material...

            About the graphics discussion. I personally don't think SAMC engine to be so bad. And since height was used in the game...

            What we can say from these pictures is: Bye bye hexas.
            Dan: Ok, a choise has been made and I can live with it quite easily, but was there a talk about using hexas or not ever? (Just curious)

            Comment


            • #51
              Gary: "Visually, Firaxis felt it to be so important to have a singular vision for the game's look and feel that the design team enlisted a 17th Century painting by Peter Brueghel as their muse of sorts. Any time an artist on the project has a question about design or palette, they consult Brueghels Tower of Babel. In Firaxis' minds this will create a unified theme across the game."

              To La Fayette, as fine a gentleman as ever trod the Halls of Apolyton

              From what I understand of that Civ game of yours, it's all about launching one's own spaceship before the others do. So this is no big news after all: my father just beat you all to the stars once more. - Philippe Baise

              Comment


              • #52
                quote:

                Originally posted by yin26 on 03-28-2001 01:48 AM
                You have a much more seasoned view of this. You've seen the process of Alpha to Gold many times
                actually, i havent seen more than what we posted here. i may have seen it first, but that's that....


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                • #53
                  Kull:

                  I agree with that approach to a certain degree...but I wonder what all the graphics and sound people are doing during that time? Does it create a graphic and sound panic toward the end of a project?

                  Anyway, I find it so funny some people wetting their pants looking at graphic place-holders.
                  I've been on these boards for a long time and I still don't know what to think when it comes to you -- FrantzX, December 21, 2001

                  "Yin": Your friendly, neighborhood negative cosmic force.

                  Comment


                  • #54
                    Markos:

                    What I mean is you are familiar with the evolutionary development of games (having watched it closely with CtP, for example) and don't draw major conclusions from early screenshots...which is as it should be.
                    I've been on these boards for a long time and I still don't know what to think when it comes to you -- FrantzX, December 21, 2001

                    "Yin": Your friendly, neighborhood negative cosmic force.

                    Comment


                    • #55
                      quote:

                      Each raw -good icon supplies an entire civilization with that particular good. Resources such as iron and uranium allow a civilization to produce certain goods. Luxuries such as ivory make the population happier. RULES One icon supplies all cities linked to each other by road or by harbor with that particular good. VALUE adds extra depth to the game's economic model in a tangible way. Allows players to create monopolies on certain goods within continents, in a sense becoming power brokers."


                      My god!

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                      • #56
                        Some very interesting things about Trade Specials:

                        quote:

                        "now game worlds sport raw materials that when sitting within a city's sphere of influence can be used for the good of the player's civilization...in firaxis' design the raw map resources tie directly into the gameplay [as opposed to CTP] rather than functioning strictly as a source of revenue raw goods can be used to build certain types of units or to make your citizens happier. you can also use them to amplify your power, and possibly even win the game."


                        If you look at the City Management Screen, you can see all the "specials" flowing to the city of Baltimore (top right of the screen). The lowest "bar" shows how many "martini glasses" these are worth (These have replaced the gold goblet as the symbol of "luxury")

                        The last comment, "possibly even win the game" is alluded to elsewhere in connection with "Uranium". It doesn't take a mind reader to figure out what THAT means! If your civ doesn't have possesion of Uranium specials when the A-bomb is invented, then you probably won't be joining the "Nuclear Club"! Similarly, one can assume that access to copper, tin, and eventually iron is going to be crucial for civs in ancient times.

                        Edit: Posted before seeing Youngsun's comment. Another proof of the "Great Minds think alike concept"!
                        [This message has been edited by Kull (edited March 28, 2001).]
                        To La Fayette, as fine a gentleman as ever trod the Halls of Apolyton

                        From what I understand of that Civ game of yours, it's all about launching one's own spaceship before the others do. So this is no big news after all: my father just beat you all to the stars once more. - Philippe Baise

                        Comment


                        • #57
                          Yin26, overreacting is bad, but underreacting is...?

                          After months of efforts, are you loosing interest if you are not involved on beta test? I don't mean it's your absolute goal, but sometime it seems to slip into your posts in a way would had interested dr. Freud

                          Screenshots are promising, IMHO. They are alpha images, but probably not so far from final game look.

                          Well, let's see what juice we can squeeze from these news.

                          Examining the pic we can suppose:
                          - 3D terrain is not included, but simulated by tiles: flat, square and isometric are back (for Sid simplicity Mantra?)

                          - dark images (scan effect taken) are quite near (on my monitor, at least ) to "Tower of Babel" paintings. It seems on the Epic side, if you ask me, and I'll enjoy it as long as units are not hidden away in the dark.

                          - the screenshot showing lot of units is obviusly zoomed out, so I don't mind about units difference from already know full scale units (available on official Firaxis site). Arquebus unit (top right) seems very interesting to me, as different kind of tanks. I only hope we will have time to build so many different units (if some automatic upgrade will not take care of it).

                          - city view seems born to live at very large resolutions: 1024*768 could be the very minimum res (and while you think will be no problem, I'm still using a notebook 800*600, thanks for asking ).
                          - Inside city walls, there is room for about 25 city improvement (the big squares divided by streets seems able to host one), so we'll have max 26 city improvements (walls included). Wonders are outside city walls, so they don't count here.
                          - city view surrounding seems a bit on the "fall" season; I wonder if we'll get seasonal look change (snow for winter, light green and flowers for spring etc.) It could be an eye candy, a hint of turns down from year to season, a way to show your city "mood" a la Black & White game (dark look for sadness, light for happyness). May be I'm only me, sleeping not enough for my tired brain

                          - city screen show the classic city "range", no room left to a greather area, so we can forget city radius increase (may be city start with a small radius, but growth no more than classic)
                          - we will have only a building slot (may be a queue, clicking on it)
                          - city growth seems only related to food available, as in CIV tradition (more complex models are probably out)
                          - we can see a biplane on city view: short of eyes candy, I do a jump of imagination and suppose it reproduce a Wonder (Whright Brothers first fly) or may be a Feat of Wonder (First fly over The Channel)

                          - Military advisor is displayed into four looks, so we'll have four ages in Civ III (forget more complex model)

                          Ok, my "Sherlock Holmes 10 minutes show" is over. Please abuse of my deductions as you like.
                          They can be a pile of .... (well, you know ), but I would like to see Dan face if I get some right hints, after all that mystery Firaxis force him

                          ------------------
                          Admiral Naismith AKA mcostant
                          [This message has been edited by Adm.Naismith (edited March 28, 2001).]
                          "We are reducing all the complexity of billions of people over 6000 years into a Civ box. Let me say: That's not only a PkZip effort....it's a real 'picture to Jpeg heavy loss in translation' kind of thing."
                          - Admiral Naismith

                          Comment


                          • #58
                            quote:

                            Originally posted by Adm.Naismith on 03-28-2001 04:53 AM
                            - Inside city walls, there is room for about 25 city improvement (the big squares divided by streets seems able to host one), so we'll have max 26 city improvements (walls included). Wonders are outside city walls, so they don't count here.

                            Please abuse of my deductions as you like.


                            Well OK, but just becouse you requested it.

                            What if they are reusing the idea from Colonization by limiting the squares in a single city. Then every city can't produce everything and thus you need to specialize with different cities. This could be interesting...
                            At least trade would be important.

                            Your turn to abuse Adm.N.
                            [This message has been edited by Jeje2 (edited March 28, 2001).]

                            Comment


                            • #59
                              quote:

                              Originally posted by yin26 on 03-28-2001 02:28 AM
                              I find it so funny some people wetting their pants looking at graphic place-holders.


                              Well it's too late now!! Nobody told me they were alpha graphics. And no, I don't think for myself!!

                              If you'll excuse me, I've gota go and change my pants

                              If the voices in my head paid rent, I'd be a very rich man

                              Comment


                              • #60
                                quote:

                                Originally posted by Jeje2 on 03-28-2001 05:06 AM
                                Originally posted by Adm.Naismith on 03-28-2001 04:53 AM
                                - Inside city walls, there is room for about 25 city improvement (the big squares divided by streets seems able to host one), so we'll have max 26 city improvements (walls included). Wonders are outside city walls, so they don't count here.



                                What if they are reusing the idea from Colonization by limiting the squares in a single city. Then every city can't produce everything and thus you need to specialize with different cities. This could be interesting...
                                At least trade would be important.
                                Sorry, I never played Colonization. Would you explain me a bit more, please? I'm a bit confused: how your post relate to my "investigation" on screenshots?

                                My guess about very max city facilities limit is based on visible graphic limit, at least supposing Firaxis will repeat in every city the same "enhancement position grid": aqueduct will always been on the left square, colosseum on the right, etc.
                                "We are reducing all the complexity of billions of people over 6000 years into a Civ box. Let me say: That's not only a PkZip effort....it's a real 'picture to Jpeg heavy loss in translation' kind of thing."
                                - Admiral Naismith

                                Comment

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