McMutton
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« Reply #260 on: March 03, 2014, 12:28:51 PM » |
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A day may come when KoE is in a playable state, and a majority of the game is complete and beta-worthy, but it is not this day.One of these days, though. Thanks for that link, Gimym! I'd seen the thread before, but haven't considered how to apply the knowledge contained therein. Weapons shop guy, Jaerem:
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Beaulamb1992
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« Reply #261 on: March 03, 2014, 02:38:11 PM » |
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Good to see this here! i saw this first on the Polycount forums, its awesome to see how much this has come on
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McMutton
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« Reply #262 on: May 08, 2014, 01:20:35 PM » |
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Thanks, man! Check me out, I got walls o' clouds:
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gimymblert
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« Reply #263 on: May 08, 2014, 03:01:23 PM » |
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news! news!
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eigenbom
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« Reply #264 on: May 08, 2014, 04:12:42 PM » |
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Awesome!
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McMutton
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« Reply #265 on: May 08, 2014, 06:21:55 PM » |
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You guys are my favorite. I got a decent idea concerning how the world is set up a while ago. As you can see by my badly rendered image here, the entirety of the world is suspended in air amongst the branches of an incredulously large world tree, a la Yggdrasil: So there are giant branches twisting through everything: The more you knooooooowAlso, moon:
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« Last Edit: May 08, 2014, 11:20:26 PM by McMutton »
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McMutton
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« Reply #266 on: May 11, 2014, 11:32:42 AM » |
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Hey look, a front gate: And a mockup of a loading screen icon:
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McMutton
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« Reply #267 on: May 13, 2014, 11:51:51 AM » |
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Windows, yo
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McMutton
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« Reply #268 on: May 15, 2014, 01:44:18 PM » |
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So I've just noticed the strangest issue crop up: Seems like parts of the model that are parented to the armature are vibrating around. Currently being looked into, but man that's so weird ~Thanks to Reddit, though, I've discovered that it was because I somehow managed to start building the level at -20,000 below the scene's origin point. Whoops.
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« Last Edit: May 15, 2014, 05:24:39 PM by McMutton »
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McMutton
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« Reply #269 on: May 16, 2014, 01:51:26 PM » |
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Just blocking out the level exterior:
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McMutton
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« Reply #270 on: May 20, 2014, 04:51:48 PM » |
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Made a few gifs to show off what I've got for combat thus far. Each of the characters has their own style. Ellie deals moderate damage over a wide area with combo attacks: Gil does immense damage to single targets, and his attacks can be charged: And Van does the least amount of damage, but he throws punches as fast as you press the button. His hasn't been implemented yet, unfortunately. Poor Van; always getting left out. Bonus moon gif:
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gimymblert
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« Reply #271 on: May 21, 2014, 11:58:04 AM » |
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Why I have strong skies of arcadia vibes suddenly?
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SolarLune
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« Reply #272 on: May 21, 2014, 03:08:59 PM » |
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The clouds look kinda weird in the first gif - I'm guessing it's because they're all pretty close in size and shape. Maybe adding some variance would be nice. However, in the last gif, everything looks pretty awesome. Really nice texture work!
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McMutton
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« Reply #273 on: May 24, 2014, 12:55:14 PM » |
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Skies of Arcadia? Awesome! Aye, seems that they look better when they're larger, so I'll fix that up. Meanwhile, I finished the basic exterior for Garolle's manor:
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McMutton
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« Reply #274 on: June 09, 2014, 07:44:38 AM » |
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Sketched up a design for mounts that the characters use for mid-distance travel; basically the equivalent of horses. These things sit somewhat like cats, so the things on the back of the saddle act as stair steps that allow for easy mounting. Steering is mainly done by leaning in whatever direction you want to go and allowing the creature to correct itself.
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McMutton
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« Reply #275 on: June 14, 2014, 05:54:34 AM » |
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gimymblert
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« Reply #276 on: June 15, 2014, 01:19:35 PM » |
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I said skies of arcadia? forget that I wanted to say secret of mana; hello flammy
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eigenbom
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« Reply #277 on: June 30, 2014, 08:07:03 PM » |
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Wow, you do a great job of going from sketch->model, call me impressed! You have a lot of detail in your models, which is great; but the duration of development this game is going to need will make mine look like a weekend jam. Just curious, what's your next milestone and when is the beta going to be ready?
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McMutton
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« Reply #278 on: July 24, 2014, 05:31:19 PM » |
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Thanks, Eigen! You're right about the development time. it's mostly because I have a terrible work ethic, I think; need to batten down the hatches and work more consistently. The next milestone will be completion of that fancy castle's interior. As for the beta, I wanna say somewhere between Thanksgiving and Christmas, perhaps. Speaking of the interior, here's a room that's almost done:
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ShrackAttack
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« Reply #279 on: July 24, 2014, 06:55:16 PM » |
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This game is still one of my favorite on the Devlogs. The art and music have a lot of character and work really well together. I especially love all of the character designs.
My offer still stands for helping with SFX design. If you need any, just let me know.
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