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  #51  
Old 02-14-2012, 01:54 PM
matthewfarmery matthewfarmery is online now
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but space in the options menu is a problem it seems, so there might not be space for a slider
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  #52  
Old 02-14-2012, 05:01 PM
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But there will also be a slider to adjust the amount of sliders.
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  #53  
Old 02-14-2012, 05:08 PM
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Its always awesome to see new screens and follow the developement of the game... just keep up the good work guys!
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  #54  
Old 02-14-2012, 05:19 PM
matthewfarmery matthewfarmery is online now
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Quote:
Originally Posted by Harlequin View Post
But there will also be a slider to adjust the amount of sliders.
I like the sound of that

first setting, minimal amount of sliders
second setting, a few more sliders are now visible
third setting, most sliders are now visible, and you can fine tune the game now
forth setting, advance users only! don't mess with these sliders unless you know what you are doing, incorrect settings can crash the game

have I missed anything?
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  #55  
Old 02-14-2012, 05:35 PM
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These shots look great, nice to see continuing progress. I like the dark combat scenes. This game just keeps getting better looking every time we get a new shot.

Keep up the good work!
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  #56  
Old 02-14-2012, 06:54 PM
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Quote:
have I missed anything?
This
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  #57  
Old 02-14-2012, 07:05 PM
LostSoul LostSoul is offline
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Not that what I saw wasn't cool, but part of me was sort of thinking of long abandoned and overgrown (and probably bombed/burned out), industrial waterfront area with towers (both still standing and falling apart/down) of cargo containers, and the rusted out hulks of long sunk ships dotting the dried out water beds that once held them.

But I suppose that may have stemmed from a different line of thought in regards to what "waterfront" meant and such.
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  #58  
Old 02-14-2012, 08:26 PM
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Loving the decrepit look of this area. I also keep forgetting that this game is being built with the ability to rotate the camera. This idea is sort of incomprehensible for my mind after all these years of playing TQ with a fixed cam.
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  #59  
Old 02-14-2012, 08:27 PM
matthewfarmery matthewfarmery is online now
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I keep forgetting that little detail myself, as that will really help a great deal
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  #60  
Old 02-14-2012, 09:45 PM
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Quote:
Originally Posted by Opal Monkey View Post
Regarding the player illumination, my thoughts are that it's an issue best left for alpha and beta. Once a decent number of people can see it in action, the best course of action will likely become clear.
This is exactly what I'm thinking too. We will be able to judge far more accurately once we have our hands on the game ourselves.
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