"MadameLee;c-17593168" wrote:
"Cynna;c-17589701" wrote:
"MadameLee;c-17588773" wrote:
as far as I know the modders on Para's discord has said Alex will turn down every offer from big companies EA or otherwise I believe.
I hope that he sticks to his guns. These days, indie games are where it's at. They're passion projects and nine times out of ten, the better ones have more ingenuity, imagination, and replayability than some of the biggest AAA games.
That said, Unless Masse and team are further along than they've hinted at, I still expect Paralive to take several years to complete. Other very popular indie games, with teams of comparable size, have remained in early access for years before the full release. However, I'm not in a hurry. I'd rather wait several years for a great game than one or two years for a poor or mediocre one.
They hit 36,000 a month after some drama so enough to hire some more people with Alice being the newest one.
True. Yet, another favorite indie game of mine has nearly twenty members in their team, IIRC. It's taking them five years or more to finish a game that isn't nearly as complicated as a life simulation has to be. That's why I said that it depends on how far along Masse is right now, today. Some of the things that he and other team members have said gives me the feeling that a lot of the simulation part is still in the planning stages and haven't been pinned down yet.
Not to mention that, in the scheme of things, $36,000/monthly for a team is a drop in the bucket. If they're working at Paralives full-time, they're working for peanuts. That has got to be very difficult.
I'm not trying to rain on anyone's parade. I'm more excited for Paralives than I have been since the Trailer for TS2 and after that, houseboats, waterskiing, and scuba diving for Island Living. I'm behind the team one hundred percent. However, I'm also trying to be realistic about their timeframe as well.
I want a great game, not a rushed one. I wish the Paralives team good luck and godspeed.
"Scobre;c-17595842" wrote:
Thing is, if they add too much detail with graphics, people will complain about it being too realistic and uncanny valley and running slow on their computers. I do think it looks more modern than the Sims 4 with lighting and graphics personally because of while Sims 4 choose to use their low poly on shapes of objects, Paralives chooses to use low poly in the texturing of objects rather than the low poly shapes. I rather have smooth than bumpy for shapes, but just my personal preference. Then again I love low bit and platform games too.
I tend to agree. A lot of the objects that I've seen in Paralives are more high-poly than what I've generally seen in TS4. For example, the rocking chair in NK makes me feel like weeping. It's so danged clunky and ugly. (And a parent still can't rock their toddler or baby in it. I assume that particular function has been saved for a later date. Possibly, it will come in a paid pack, who knows. It's always a waiting and a guessing game with TS4.)
Anyway, back on topic. It's a lot easier, I should think, for members of the community to create better textures for an object than it would be to have to start from scratch by building a more pleasing, high-poly object. At the least, in my case, it would be less daunting to learn how to make textures than to learn how to mesh.