WoW has a custom UI scale in the options. You can drastically reduce the size of the HUD. You can also get a mod to make your general layout customized (and even smaller). JFletcher: I find it interesting you talk about making WoW free. In fact, the ONLY reason I truly quit was because I was in a money crunch and I…
Current progress: Over the past few days I got some more concrete ideas on how an actual "game" (as opposed to just a navigable environment) might work. It's still intended to be very simple - you capture little glowing Will O' Wisps, and then use them to power magical abilities that help you progress through the level. (I…
Yea a pokemon mmo that sticks to the pokemon gameplay would make a lot of sense. None of that questing or grinding for loot, just a casual mmo that plays like the actual pokemon games with the only difference being you are connected with 1000s of other players. The "end game" can be tournaments (you know, like the actual…
The USD Team at Autodesk is happy to announce the releases of USD for Maya 0.32 and USD for 3ds Max 0.11. USD for Maya 0.32 comes bundled with Maya 2026.1 and is now available on Github . USD for Max 0.11 is bundled with 3ds Max 2026.1 and is also available on Github as well. USD for Maya Key Highlights Animation…
No, not really. The animation and the character can be tied to the player that plays that character, when playing with others when they see you it's another proper third person properly animated character. The netcode would allow the other players to see where the other players are, and what they are doing, ideally it also…
Another update showing how the project is currently looking and how I'm masking the objects in front of the player. Initially, the walls and floors were only a plane, and the transparency came from backface culling, but I wanted the structure to feel more solid, so I decided to add depth to the walls, floors and ceilings.…
I get really mad at games that tout player control and options (I'm looking at you Deus EX) but then take control away from the player at key moments in the storyline, usually forcing the player to do something he would not have done.
3 factors technical: will the player get close enough to notice? timing wise: will gameplay allow the player to even have enough time to look at the prop properly? psychological: what will keep the player's attention? will he even care or notice the prop consciously? (e.g. some stuff you only notice if it's missing, but…
I don't think that the "speed" of the gameplay is the problem, rather it would be more interesting if you focused on faking the speed with interesting battle idle animations. Though rather old, some of the Playstation 1 Era Final Fantasy games may have been slow but avoided looking slow by having fast and fluid animations…
Whooooo boy. My favorite film franchise is getting another game treatment. And once again what I'm hearing about this new title sounds really good. However, once burned, twice shy. On the plus side, the current bar is set so insanely low that it is more a stumbling hazard than a meaningful impediment. As far as the present…