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Pikachu

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Posts posted by Pikachu

  1. 1 hour ago, cirnosaiko said:

    like guns and puppet?

    Any skills that are in official are completely possible to add in Aura.

    The reason they're not already implemented is because they're not currently being worked on (other than gunner skills, which are "unofficially" in the process of being worked on).

  2. 4 hours ago, keldon said:

    - i want know why updates is soo slow

    Because there is, almost literally, only one active developer. Feel free to help improve the progress.

    • Like 2
  3. 8 hours ago, exec said:

    Which Friday did you mean, specifically? xD

    The next one.

    Then the one after that.

    And after that.

    And... you get the gist.

     

    P.S. Just me, or does your quote say 1/20, but his post was on 1/19?

  4. I've noticed WASD movement doesn't work very well in dungeons at all. If you try to go through door ways in dungeons, it simply DOESN'T WORK! My friends who are semi-new to the game complained about this and assume the game was bugged and really broken. (Which I guess you can some-what agree on) but I had to explain to them that it's not a WASD game in the first place. You MUST use click movement. They're stubborn and still rather use WASD movement. :/

    I've never had any problems with WASD and dungeon doorways. In fact, just tried it right now and it works just fine.

    Unless you meant upstairs/downstairs, but those are portals, and WASD doesn't work for any portals in the first place.

  5. I like having the WASD movement alternative available, as sometimes it is actually convenient. But I have never used WASD in Mabinogi as my main method of movement; it just doesn't seem viable, since basically everything else is mouse-based.

    I'll use WASD to move when:

    • Right hand is occupied (ha, ha.)
    • Multi tasking (e.g. managing inventory while moving)
    • Too lazy to reach for the mouse that's right next to me

    Also, though I don't play Mabinogi on a laptop, for laptop users without a mouse, WASD would probably be very useful since fast-paced, click-based movement is (for me) impossible on a trackpad.

  6. My understanding is that this is just for the project's name, not the resulting game's name?

    Regardless, I'll just toss out a few ideas I just came up with now.

    • Project Breeze - The not-so-distant relative of Project Aura; and as we all know, Aura meaning "titan of the breeze and the fresh, cool air of early morning"[Project Aura]
    • Project Eos - The Greek titaness of the Dawn[Wikipedia], this project being the dawn of a new, better "Mabinogi"
    • Project Nemesis - The rival project to Mabinogi

    Or you can take out the "Project" prefix, whichever sounds better.

    • Like 3
  7. I would personally choose to go with Unity, with the main reason being C#.

    C#, in my opinion, is a beautiful language, compared to C++. While it may not be as "fast" as C++, and that difference is barely noticeable and largely depends on the quality of the code, it is a ton easier to understand (C++ code can become very cryptic easily) and there's a lot fewer things to worry about (e.g. pointers). Plus, it's a very convenient and clean language with things like auto-properties and, in C# 6.0, the null-conditional operator (though I don't know if we will be/can use C# 6.0 in Unity). And as you've already mentioned, those who've already worked on Aura are already familiar with the language. I would assume the server will also utilize C#, so I believe it's a big plus for those who don't wish to learn two different languages.

    I don't think the Blueprint system is a very big plus to UE4. It is simply a way to build and view code visually, which, if you are a serious programmer, you do in the back of your mind automatically. But if you're not already a serious programmer, should you really be building a game client (read: inexperienced developers, the devCat syndrome)? Also, it might cause conflicts between developers. For example, if one developer is only familiar with the blueprint system while another is only familiar with writing C++ code but they are working on the same or related features. I've never worked extensively with UE4, so I'm not sure how that would play out.

    Edit: Also, wouldn't modifying the UE4 source require deploying it to all other developers? That's like maintaining an entire separate project!

    Lastly, I don't think Unity's negative stigma is a con at all. It has no effect on the output of the product or the process of getting there. The only real effect it may have is that it could de-motivate those who don't like Unity. (But let's be frank, are there really going to be that many active developers that it will make that much of a difference? I don't believe Aura ever went pass 4 concurrent active developers.) Our goal is to create a professional, well-developed game client; in other words, this project will be the one to break that negative stigma. We'll create (one of) the best games out there to show them that Unity isn't all that they believe it is.

    • Like 3
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