I don't recall the team ever claiming that it was going to be an "open-world/RPG" design... linkey?GaGrin wrote:Given that Overgrowth is leaning away from the original Lugaru 2 "open-world/RPG" design so far as we can tell.
Inventory System In OG
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Re: Inventory System In OG
Last edited by Count Roland on Fri Aug 14, 2009 8:17 pm, edited 1 time in total.
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Re: Inventory System In OG
He said it was leaning away from being a Open World/RPG.
Edit: Now that I reread your post, maybe you were talking about what the original Lugaru 2 plan was. Though, honestly, it doesn't matter.
Edit: Now that I reread your post, maybe you were talking about what the original Lugaru 2 plan was. Though, honestly, it doesn't matter.
Re: Inventory System In OG
The 'Original Plan' for Lugartoo never changed. Just the way to achieve it and the title.
Re: Inventory System In OG
Alorwin wrote:I think.... you should be able to carry weapons on you, like in luguru... but rather than have it be limited, make each weapon/sheath a physical object that can collide with the others, and allow you to position the weapons as desired. So you can carry as many weapons as you can organize.That make sense?
Too much phsyics to compute quickly.
On top of that, Lugaru isn't focused on inventory.
Imagine...The Legacy of Kain..2 or whichever.
You COULD fight using your hands, but that weapon from a deceased enemy looks great. Use it for a while before it breaks. It breaks. You don't care, life goes on.
Or you could keep it for a stronger enemy for later. Life goes on. Like little presents, meant to be enjoyed and then forgotten.
At least, that's my opinion.
Re: Inventory System In OG
Ages ago when Lugaru 2 was first being discussed (while David was doing the technology demos) there was some discussion of a more open structure to the game - with David going so far as to investigate procedural tree-making and the like.
If you search in the archives for a few years ago you'll dig up some posts. Most are irrelevant to the current design and direction, and I'm sure there is a post around with David explicitly saying that due to a lack of design for the higher-level systems and a wish to get right on and produce something worthy of sale that the team would focus on something much closer to the original game in terms of structure than David's early plans.
This thread, like a few others, is something of a relic; from a time when the design was much less clear. Much of the conversation and many of the ideas in this thread are obsolete given the changes in the interim, IMO.
If you search in the archives for a few years ago you'll dig up some posts. Most are irrelevant to the current design and direction, and I'm sure there is a post around with David explicitly saying that due to a lack of design for the higher-level systems and a wish to get right on and produce something worthy of sale that the team would focus on something much closer to the original game in terms of structure than David's early plans.
This thread, like a few others, is something of a relic; from a time when the design was much less clear. Much of the conversation and many of the ideas in this thread are obsolete given the changes in the interim, IMO.
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Re: Inventory System In OG
Very true.GaGrin wrote:This thread, like a few others, is something of a relic; from a time when the design was much less clear. Much of the conversation and many of the ideas in this thread are obsolete given the changes in the interim, IMO.