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Feedback / DevLogs / Re: Liege - a story driven, tactical RPG
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on: June 28, 2013, 05:45:58 PM
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Hi Johnki, your concern's understandable. Personally I only back Kickstarters if I either feel its a safe bet from an established studio that I support, or if I feel like the developer is sincere and in need (with the understanding that some risk is involved). As far as the beta, my plan is to share playable builds by Q4 of this year. I hope to have something ready to submit for this years IGF deadline, meaning sometime before October. The full game won't be there, but there will be a completed early segment showcasing the core mechanics.
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Feedback / DevLogs / Re: Liege - a story driven, tactical RPG
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on: June 23, 2013, 08:01:56 AM
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Thanks Alextended! Yep, the characters have some perspective while the environments don't. I wanted to keep some perspective on the characters since it allows for more pixels on their faces, but I haven't figured out a way to add perspective to the environments without breaking collision detection, etc. Plus I think maybe my eyes just got used to seeing big heads from my early jRPG days...
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Feedback / DevLogs / Re: Liege - a story driven, tactical RPG
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on: May 11, 2013, 02:39:01 PM
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Hey! So here's some concept artwork of the playable cast. They're still a bit rough, but they'll do as an intro for now. I may share some more details on each of the characters over time, but I'll probably save most of that for you to discover in the game  Also, here's a bit of (very poor) video from the 4/30 meetup which shows some recent progress and a basic example of the combat engine in action. Excuse the video quality (filmed/cropped from an iPhone)... will try to get some better footage up with more details soon. Coming up: a new (castle) environment! Stay tuned!
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Feedback / DevLogs / Re: Liege - a story driven, tactical RPG
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on: April 22, 2013, 12:26:52 PM
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Quick update: I've been working away at the combat engine for the last few weeks and will be demoing the latest build at the NY Gaming Meetup on 4/30. For anyone in the NY area, come by and say hi! Eat some pizza! Drink a beer! I'll be posting a video update with lots more details on the combat engine soon after the meetup, but in the meantime, here's a screenshot of the WIP combat UI: 
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Feedback / DevLogs / Re: Liege - a story driven, tactical RPG
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on: March 17, 2013, 06:53:19 PM
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Np- it's just me as of now, so I'm happy to talk about it whenever I can  The coding and event scripting are both being done in Objective-C as of now using cocos2d for iOS, with certain things reading off of xml property files. My plan is to migrate to cocos2d-x (C++) to get PC and Android support, but I'm waiting to see where they take the engine over the next few months since it looks like porting options are still evolving.
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Feedback / DevLogs / Re: Liege - a story driven, tactical RPG
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on: March 17, 2013, 01:39:04 PM
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@ Alchiggins: Thanks!
@ kamac: Thanks- the art is 2d, but the characters are modelled in 3d using Blender, then imported as sprites. For your technical questions: 1. The scene in the video is scripted, but uses the in-game graphics & animation engine. The scene in the video was to test some of the code I'll be using to sequence cutscenes, along with some of the animations that will used for playable combat. 2. I don't have any plans to make the game moddable near term, but I may add support down the road depending on time. 3. Although the character movement is tile based, each environment is drawn onto a single large canvas and split up. Each tile would be 64x64 on larger screens and retina, and 32x32 for non-retina mobile.
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Feedback / DevLogs / Re: Liege - a story driven, tactical RPG
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on: March 16, 2013, 03:32:55 PM
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@ John - Awesome, thanks!
@ Allen - Thanks for the heads up, video's public now. When I started this project a while back I was originally looking to do iOS only, but the scope's grown since then. I'm still figuring out my plan for launch, but Mac support is just easier from a technical perspective as of now. Point taken though, will be posting updates further down once plans firm up.
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Feedback / DevLogs / Re: Liege - a story driven, tactical RPG
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on: March 16, 2013, 03:01:38 PM
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Hi everyone! Over the last few weeks I've been fine tuning some of the basics I'll need to support things like cutscenes, dialogue, etc. Getting the timing down between the camera, dialogue, and characters turned out to be tricky to solve. I've also been playing around some more with effects to get different types of atmospheres/weather etc. Lastly, I've been working on figuring out how combat animations will work. I put together a quick video which showcases some of what I'm talking about: http://www.youtube.com/watch?v=IvHR-GlcdlUAnd here's a whole bunch of screens!   
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