Wooo this was a great 6th video Komag, thanks.
Spoiler free comments, apart one which i put in tags as it's giving out a secret:
Bugs you spotted I confirm:
- Stairs in mahric's room were indeed misaligned (appearing one step in front of it) - fixed for patch 3.
- Chains on the north side of the hub should ineed let crowerns pass - fixed for patch 3.
- The ogre shouldn't re-"destroy" everytime the already broken cracked wall in billick's room - fixed for patch 3. By the way, this broken wall model is by leki, and the secret was designed and added by me after betatesters suggested adding a little something to spice up Billick's room (and he checked and approved it of course). Many communal efforts in that mod.
Otherwise:
- I loved how you went a bit up to level 5 and back, looking at the central hub unwind bridge after bridge, and all the branching ways behind closed doors - you're starting to get a feel of how the thing is HUGE and getting more and more non-linear as you go.
- Glad to see little things intended to make you go "huh?" work well, like that receptor in the middle of the corridor.
- Ancylus' room is amazing, both in concept and execution. Some assets in there are technical marvels of scripting and engine-fiddling. What really amazed me was the attention to detail, which is maniacal. By the way, ancylus still has planted some surprises for you that I'm sure we'll see popping out in future videos. In one of my playthroughs, the hall of inversion caught me off-guard like 10 hours after I had left the room (!!!).
- Did you actually read *carefully* the numbers on the cloak of the elements, and remember what the room is?
- Lights in sideway passages were scripted and could be seen, but we had to cut them out to keep performance ok in the center, as you guessed. By the way, I mentionned skuggasveinn for the chains design, but we need also to thank Isaac who helped doing low-res (LOD) versions of them and other stuff seen from further away. By the way, performance-wise, having individual entities for all those elements you see on other floors was impossible. So I rebuilded the entire thing as a big 3d model that could be then sliced up in 1 or 2 big decorations only per dungeon level. For fun here's a shot of the model in the 3d software:
Looking forward to the next one, Neikun's room is quite a treat too.