@nudelwalker Tilt your monitor 45 degrees. Isometric!
But seriously - The game is top-down because -Nothing is ever occluded behind anything else -Many objects don't need multi-view graphics -Art is simpler -Tiles are easier to click
Isometric could work but at a cost, not worth it imo
@NumberOneAshe I really should sit down and work on the universe more. But it's hard! I'm some ways, harder than actual game design.
@taytayrmorton I think there were 4 at once at some points.
@mikeBithell Fun fact, Steven Soderbergh actually did direct a great film on an iPhone. Unsane.
@taytayrmorton At first just me. After the Kickstarter I hired a programmer, and contracted an artist and musician. Later on went up to 3 programmers, but artist etc contracts had ended. I'd say average team count over time was 2.5
@evirae Glad you agree! And you are very welcome.
@GameOnGardner It's tricky to explain without visual examples and a lot of words.
@GameOnGardner I'm describing a different problem that you just never ever see in shipping software, because Z-test solves it.
Imagine a car 10 feet away and a truck 200 feet away. Imagine the truck drawing over top of the car when it should be hidden behind it.
@mode7games @IanHardingham Should be "footybird", or "wingybird", since hands are analogous to birds' feet or wings.
It's not "nailyman" after all
@GameOnGardner Well it's easy to just render one object after the other without any Z-test (in fact it is the default).
But then if the two intersect at all, or the second-drawn one is behind the first, the image draws wrong.
@Sephirdorf I definitely reflected back on it, but I never actually and went back and read it. Too many new useful things to read and learn!
My interview with gamedesignlovers is up!
@Hanky_Spanky_ @OwenBurkard That sounds really bizarre. I'm afraid I can't really do anything about it, though, since the operating system stuff is all handled by Unity.
I've never heard such a report after 150,000,000+player hours, so I suspect it's specific to your machine somehow.
@TacoSt0rm Then someone done f*cked up.
@EmiliosManolid2 Never measured. In general pathfinding times are extremely situational so I don't think this could be answered in a number. We focus on problem cases.
@TacoSt0rm If its possible to lift the stack with two separate cables separately or together, these would be the weights for each cable/both cables together.
@OwenBurkard Not sure how that could be possible, programs can't hold memory after they're closed.
It'd be helpful if you state exactly what you're seeing (with the understanding that we probably can't affect it since Unity handles all the OS interaction code anyway).
@MichaelCon1 My deadlift. Hit three plates recently! Having trouble getting past that, but I'm in no big hurry. :)
@ChildishGiant Well, we released the final game in October.
I recommend googling "rimworld update".
@SanderDaviesC Team size averaged over time was probably a bit under 2.5.