Even better than the real thing!

Mysterium 2011 has begun, and Zib will be presenting a project update tomorrow at 10 AM, Boston time. If you’re unable to be there, you can experience the presentation for yourself at the LiveStream channel.

Update!

The presentation is over and done with now, but if you missed it, you can watch it here:


22 Responses to “Even better than the real thing!”.

Team members' usernames are in red.
  • Elendil Says:

    If someone could get nice quality video footage of the presentation on youtube like last year that’d be great!

  • Ahlisendar Says:

    You’re doing it TOMORROW, right? Tomorrow as in not today?

  • Mark Says:

    I got a question after I watched the stream video..how you guys deal with the ‘blindspots’ in the game where original 2D slides only show partial scenery (like back of prison island, cell balcony)?

    • Ev (SE modeller) Says:

      Part of that process (like for the back of the island) is based on the official map. The cell balcony is modeled mostly for the shadows anyway, since it’s never seen more than in the original, but it was based mostly on guesswork and practicality.

    • cho102997 Says:

      Usually, we come up with objects that we feel would fit into the scene, and put them in. For an example, see the interior of the prison on prison island!

      • Mark Says:

        Yeah from the prison interior those blindspots were fitted very well. I’m wondering a little more imagination other than practicality will drastically attract more curious players (like some secret rooms, extra free space (Age 233 outdoor space, even Tay) :)

  • Ahlisendar Says:

    In the demo you played, everything looked really good, and I have but one criticism, and that is that the clouds look rather unrealistic. Forgive me if they’re still being developed, I just thought that you might like feedback :).

  • Ahlisendar Says:

    Now that mysteium’s over, can you start posting renders and such?

  • Marein Says:

    Did you think about having the option of playing in ‘node-mode’, like in EoA?

    • cho102997 Says:

      As we mentioned in the presentation, an Exile-like node-based navigation mode is actually implemented. We currently don’t plan on implementing a Myst-like navigation system, but that may change in the future.

  • Aloys Says:

    That was a pretty informative video; thanks for that one.
    One thing I’m wondering about: you mention that so far you have slightly danced around the difficulties of Jungle Island. Are you sure this area (the lake/village) is doable at all with a decent runtime performance?

    • Ahlisendar Says:

      I think if cyan could do er’cana, they can do this. :)

      • cho102997 Says:

        I think that while Er’cana is significantly smaller/less detailed than Jungle Island, we’re going to be able to pull it off. We’re looking into many different techniques of lightening load, and Unity is really good at that sort of thing as-is. Don’t you worry :D

        • Ahlisendar Says:

          I’m just saying, Er’cana is a good comparison, since is is quite complex compared to the other Uru/Myst V ages.

  • Christopher Says:

    of course Jungle Island is doable. apparently you don’t know what Unity is capable of. go to the Unity website and take a gander.

  • antfomy Says:

    people, PRISON ISLAND! http://www.youtube.com/watch?v=38nQ1hM-RyY

    Now for someone to put this on the front page…

  • BuddhaMaster Says:

    Please add some big fish in the water, just barely seen. If you get things done and enough time, that would be an awesome detail for extra.

    If yo get even further, add slight cultures of algae, seawee and fisch-schools!
    While you’re at it, Add sea-gulls, random weather effects and other small animals that make the island live!

    That was always a vision of mine to experience!

  • BuddhaMaster Says:

    Those people and audiences nowadays are lazy!
    After 12 minutes I would’ve stood up, clapping and cheering!

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