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eigenbom
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« Reply #400 on: March 26, 2012, 09:30:48 PM » |
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Ohhh... for that I'd need the talents of a really kick-ass animator!  Here I drew one for you:  That'll be one billion dollars please, no wait .. one Million dollars!
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Franklins Ghost
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« Reply #401 on: March 26, 2012, 10:23:30 PM » |
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Ohhh... for that I'd need the talents of a really kick-ass animator!  Here I drew one for you:  That'll be one billion dollars please, no wait .. one Million dollars! Here I drew a left and right handed one depending on the character's preferred hand:  And I'll do a special for just half a million.
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happymonster
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« Reply #402 on: March 26, 2012, 11:19:40 PM » |
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Wow! That's amazing!! I should definitely hire you guys straight away! 
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happymonster
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« Reply #403 on: March 27, 2012, 09:26:38 AM » |
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Here's an example of how the new GUI looks in one stage of operation. When you move over an object or terrain feature you see a little description at the bottom where the GUI sits. I always liked this in Laser Squad, so glad I can add this in as it feels like it adds a bit more detail about maps for the players. 
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Franklins Ghost
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« Reply #404 on: March 27, 2012, 09:58:53 AM » |
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The GUI is looking nice and clean and that screenshot looks great. Really like the dimensions 
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Miguelito
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« Reply #405 on: March 27, 2012, 10:37:48 AM » |
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Grass color looks so calming, I can't wait for the other BGs you'll be coming up with. Must be nice to be able to program, design and do graphics. 
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happymonster
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« Reply #406 on: March 27, 2012, 10:54:30 AM » |
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Thanks! But it's not easy for me to do the graphics, design or programming.. I have to keep at it to get good results. So.. here's how the GUI changes when you move over one of your Heroes: 
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eigenbom
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« Reply #407 on: March 27, 2012, 10:40:31 PM » |
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ooh i hope the UI is as smooth and reactive as it looks... :D
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happymonster
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« Reply #408 on: March 28, 2012, 11:20:35 AM » |
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It's smooth so far! I still need to do a lot more work on it though. The feel is important as well as the looks, and design. 
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peous
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« Reply #409 on: March 28, 2012, 01:43:17 PM » |
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hmmm, I see a video quite soon ^^
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Udderdude
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« Reply #410 on: March 29, 2012, 06:17:06 AM » |
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It's not the case that I'm copying X-Com / Laser Squad features just because that's how they did it. I'm using those elements because they are fun!I'm not a hardcore wargame fan, but I've learned from playing and creating remakes of Chaos that randomness (when balanced) can be a great thing to add to games. Sure it can be frustrating, but can also give you an unexpected victory when attacking opponents that other games don't have. BTW: The randomness in aiming (within a certain percentage) represents the accuracy of the weapon and aiming ability of the unit. So it's more representative of a skill with shooting, than with 100% accuracy with any shot. Any serious turn based tactics player is only going to be frustrated by randomness, or resort to save/loading their game over and over to get the numbers that they want. I believe in players earning their victory, not lucking their way into it or having it stolen from them because they got a bad roll somewhere. If you want to keep adding randomness to your game, it's your call, but it definitely lowers the overall quality of the gameplay, from the perspective of serious tactics players.
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Franklins Ghost
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« Reply #411 on: March 29, 2012, 06:34:55 AM » |
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I personally like the randomness and always enjoyed that in certain games I played. As long as the game was just relying completely on random odds I feel like it adds alot. It makes the gameplay seem more artificial and less sterile because sometimes you can be surprised with the outcome but you aren't depending on it and are still strategising around this limitation.
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Scut Fabulous
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« Reply #412 on: March 29, 2012, 07:27:16 AM » |
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Serious tactics players all suffer from aspergers and will lose their shit if something unforeseen occurs. Don't say you weren't warned Happymonster. 
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Miguelito
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« Reply #413 on: March 29, 2012, 08:02:06 AM » |
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Serious tactics players all suffer from aspergers and will lose their shit if something unforeseen occurs. Don't say you weren't warned Happymonster.  Funny thing is, I'm just reading the KoL forums, definitely one of the spergiest boards on the web. There are people writing page-long posts about something much, much more trivial stuff than 5 % hit chance, it really makes your brain bleed how some people are wired. So yeah, beware of hardcawr players, who usually are the whiniest, noisiest idiots of them all. For me, I'm fine with either as long as the game comes out. Then I'll bitch and moan until you take it down again out of sheer frustration. Just again: Whichever direction you choose, it should probably be consistent. Either Mario RPG or Etrian Odyssey, so to speak. 
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Rusk
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« Reply #414 on: March 29, 2012, 08:28:03 AM » |
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If you want to keep adding randomness to your game, it's your call, but it definitely lowers the overall quality of the gameplay, from the perspective of serious tactics players.
Some serious tactics players maybe. Having to plan for different possible results of an action is a big part of tactics. That's why you move in pairs, or leave points enough to dive for cover if you miss. I can't even imagine how the game would work if every shot was a hit. Both sides would just put snipers in hiding and wait.
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Derek
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« Reply #415 on: March 30, 2012, 12:15:32 PM » |
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Keep the aspergers comments out of the discussion.
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happymonster
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« Reply #416 on: March 30, 2012, 01:03:58 PM » |
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As I add to the GUI system I've had to rewrite some parts to make it more modular and flexible. This will make it easier and less 'kludgey' to expand on as the game develops.
I've done some more tweaking and developing of parts of the GUI as well.
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happymonster
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« Reply #417 on: March 31, 2012, 07:16:57 AM » |
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When you select a unit the GUI changes to this: 
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ScaryPotato
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« Reply #418 on: March 31, 2012, 07:51:00 AM » |
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I haven't read through all the pages in your thread (yet!), but wanted to say that the presentation of your game is lovely. With the simplified forms and rounded edges, it is all easily readable and inviting. Also, I think because of this, it reminds me of Playmobil stuff. Not sure if you were influenced for that, but it doesn't matter, I think it's brilliant 
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Scut Fabulous
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« Reply #419 on: March 31, 2012, 09:05:55 AM » |
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What is the ring around the cursor at the target square signifying? Is it for assigning a facing at the end of the unit's move?
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