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Sto ponderando se finanziarlo ma vorrei capire se uscirebbe ad aprile anche la versione PC, e non sarebbe male sapere anche il prezzo di lancio visto che il minimo è 33€Nei pledge da 92€ in su c'è il blocco su Twitter da parte di Kamiya come reward.
Superati i 100k, dai che lo si rigioca su PC!![]()
Semplicemente le spese per pubblicare su PS4 sono MOLTO elevateAh, ero convinto che tra gli obiettivi arrivasse prima su PS4 e invece son 250K per Steam e ben 500K per la versione Sony. Ci credono parecchio.
Damage control, lo stai facendo maleFirst off, we want to say we’re sorry to those of you who didn’t have the experience you wanted
Thank you for your words and criticisms guys. It's actually very refreshing and cool to talk to you.
To be clear, we do not represent Lemon Sky, we are just some people who work for them. We are also scattered through out the project and work on different things, so there are things that we do not know about, are above our paygrade, or simply Blizzard did it themselves.
This thread causes a certain amount of risk to us, and so we will be hiding it later in the day. You may message us privately later on.
Despite the risk, we wanted to reach out, because as people who work in the background for big projects such as these, we did not know if you guys even knew people like us existed. We do not know what you guys thought of people like us.
We wanted to share just a bit of a peek behind the curtain of how the games industry works. There are some companies, usually bigger companies, for one reason or another, be it for budget reasons, or they undertake a project that is way bigger than what they're used to, or maybe they are working on multiple projects, they have opted to outsource some or all of their assets. That's where people like us come in.
Usually we are give direction in what the client wants, how they want it, when they want it by, and then we set aside some time for the feedback cycle. Some companies are more strict, and some companies want for creativity from us. For Blizzard, they are not the strictest we've had. And we can offer our opinions, but in the end they will make the call.
Occasionally they will come visit us, hang out, and refocus our teams and stay with us for a week or so to monitor us. On this end, Blizzard has been pretty pleasant with us, when it comes to communication. We have a fairly good relationship with them, and they are cordial with us.
We have occasional bouts of crunches, especially in the lead up to some sort of public presentation. Sometimes we will have to divert manpower from other projects to keep up.
If we/the post is gone later in the day, know that us, as small artists with big dreams, we love you, and we might see you again another day. If you see us or our cohorts in other studios attached to a project you love, know that we gave it our all, as our jobs are one that is unseen, and if we do our jobs right, unnoticed.
We'll leave this up for a few hours but after that it might be time for us to go. Thank you so much everyone.
The primary issue I see here is the art in WC3 is not only aesthetic but functional: the units have to look good, but even more importantly, they have to be instantly identifiable by type and team from a zoomed-out and top-down perspective.
Functional issues:
A major advantage of the cartoonish style of the old-school graphics is how easy it is to distinguish unit type/team in large battles. Functionally speaking, many of the new designs/effects look attractive from a zoomed-in, ground-level view, but relative to oldschool are much harder to distinguish by type/team from the perspective at which the game is played. It's kind of like trying to play chess on a novelty board where the pieces are all extremely detailed characters from LoTR or GoT: however beautiful they are it won't be an improvement over a vanilla set of pieces. This is made worse by the fact that in WC3 you have fractions of a second to assess and react to any given situation.
Part of the issue here is just the unfamiliarity of the new graphics, which will diminish over time. However, it might not diminish to a sufficient degree that dedicated players stop using the old graphics, and after 17 years, many people playing this game are pretty dedicated.
Aesthetic issues:
Separate from practical problems, while the style of many of the units doesn't match particularly closely with the cartoonish WC3 style (see, for example, oldschool muppet peon portrait versus newschool meth-addict peon portrait), that isn't necessarily an issue as long as the style is coherent overall. The real issue is that the high level of detail renders the units much less attractive when properly zoomed out. Battles look like a kind of unit soup, whereas before the simplicity and vivid shadow effects kept units distinct and the tableau appealing even during large fights. It would have been better to keep the bold simplicity of the original even if the style were altered to make the units more realistic in face and body proportions.
It seems that the vital factor causing these issues with the art was lack of sufficient consultation with current players of the game during the development. The units are ultimately tools, and if the players who know how to use these instruments best do not give feedback, the chances of designing better tools than already exist are low.
Thanks for posting this thread, and good luck!
To be clear, we do not represent Lemon Sky, we are just some people who work for them.Cosa poteva diventare questa Reforged, se solo... se solo.
Questo è tra l'altro è l'intervento di uno dei dipendenti di Lemon Sky sulla questione, trovate su reddit:
Premesso che l'ho installato e non l'ho ancora provato, però credo sia giusto soffermarsi a spezzare una lancia in loro favore a questo punto....mentre dall'altro lato gli sviluppatori della Definitive Edition di AoE2 hanno fatto un buon lavoro per conto di Microsoft tutto sommato,
Io l'ho giocato per una trentina d'ore e posso dire che, almeno per le parti del gioco che sfrutto (schermaglie contro l'IA e campagne) questa è una Remastered fatta come si deve. Non è perfetta come edizione, anzi, ma rispetto a Reforged il paragone risulta essere imbarazzante, perché diversi dei punti che vengono criticati a Reforged (rapporto con le mod e contenuti degli utenti, gestione della versione classica, miglioramenti effettivi QoL e gestione dell'online, ecc) in AoE2DE sono trattati nel modo esattamente opposto.Premesso che l'ho installato e non l'ho ancora provato, però credo sia giusto soffermarsi a spezzare una lancia in loro favore a questo punto....