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TIGSource ForumsCommunityDevLogsKingdoms Rise
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Author Topic: Kingdoms Rise  (Read 61375 times)
Netsu
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« Reply #320 on: February 04, 2014, 12:27:51 AM »

Will this be on steam for linux any time soon? Smiley Great progress.
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Xoleuph
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« Reply #321 on: February 07, 2014, 02:38:08 AM »

Will this be on steam for linux any time soon? Smiley Great progress.
someone already asked this on the steam forums.
http://steamcommunity.com/app/248630/discussions/1/558746089809873231/
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Mittens
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« Reply #322 on: February 07, 2014, 04:20:22 AM »

Linux is looking less and less likely, it's sad to say
Apparently it requires nothing less than a full re-coding of the games base source code Sad

But with enough money anything is possible, so we may run a KS to make linux happen (if the game gets super duper popular)

Anyway, here's some more asset creation stuff;


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« Reply #323 on: February 07, 2014, 07:32:23 AM »

This game is looking better and better every time I see it!  Beer!
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Whiteclaws
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« Reply #324 on: February 07, 2014, 12:47:17 PM »

gosh I love your modeling
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« Reply #325 on: February 07, 2014, 03:55:12 PM »

I just want to say the graphics/renders look super nice. The models also have such a great amount of detail that looksvery nice also  Grin
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Mittens
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« Reply #326 on: February 18, 2014, 12:47:45 AM »

here's an update on the new level
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Netsu
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« Reply #327 on: February 18, 2014, 01:14:33 AM »

Amazing Kiss
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Uykered
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« Reply #328 on: February 18, 2014, 01:32:30 AM »

That looks very nice! Is the green thing just decoration or is it like an air lift?

The only thing that looks a little off (or not believable), aside from the lack of boundary, to me is the bridge leading up to the building on the left. I feel like it needs some more complication/details (rails, rocks, old wood, or whatever) so it doesn't look like a toy.

Also, it feels very much like people will be drawn up and just be rushing into the top of the building to get fighting and be closer to some cover. But maybe there could be a little more cover/ruins near the archway on the ground at the front, just to encourage a little variety in combat location?

Just some first impression untested thoughts! But overall, looks gorgeous and interesting.
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Mittens
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« Reply #329 on: March 28, 2014, 03:57:20 AM »

Wow, long time since I've posted here;

Anyway, we've been working hard on a pretty big patch, so big I made it a trailer.
I'm going to show this to you guys here early.

The video says the patch is already out, but its not, it'll go live on steam in a day or less (I hope)
Anyway, enjoy!


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« Reply #330 on: March 28, 2014, 05:24:01 AM »

Really nice vid Mittens, the game looks excellent, really high quality.
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« Reply #331 on: March 28, 2014, 08:03:00 PM »

OK, That update should actually be live and playable now
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Mittens
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« Reply #332 on: April 26, 2014, 05:41:51 PM »

PAX East was awesome.
Really cool to see so many people enjoy my game.
It was also really soul crushing to see players encounter bugs or sloppy work on my part, so it's motivated me to up a lot of stuff I otherwise thought was fine.

Seeing new player after new player attempt to pick up the game really shows you how you can refine the experience FOR new players.

Anyway, to start off with I've decided to completely re-make all the menus and interface, this time taking controller support and other language support into account from the very beginning.

As well as re-coding it all I'm going to re-skin the graphics, here's a new cursor I just put together
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Mittens
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« Reply #333 on: May 07, 2014, 05:21:46 PM »

More graphics work  Facepalm
This stuff really doesn't come naturally to me.
Doing graphics in Photoshop is one of the most difficult things for me to make myself do


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Mittens
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« Reply #334 on: May 07, 2014, 05:43:09 PM »

BLAUGH, looking at the graphics next to each other has made me hate the arrow button, must fix!

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« Reply #335 on: May 07, 2014, 05:50:41 PM »

Nice textures! Something about the arrow feels a bit off though, Maybe it's the margins? But anyway, keep em' coming!
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Mittens
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« Reply #336 on: June 14, 2014, 12:31:24 AM »

In earlier posts I showed pictures of some stone towers for our new teams mode.
We've decided that although hitting enemy structures with a sword seems like a good idea in an RTS or MOBA style game, it doesn't make a whole lot of sense in a game like ours.

So we've decided it would be best to re-model these team objectives / points as living creatures that you fight till dead, instead of structures that you whack till somehow broken.


A bonus to having them as living things it we can probably re-use the art assets in our singleplayer / survival mode
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Netsu
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« Reply #337 on: June 14, 2014, 03:09:15 AM »

Good call with the creatures instead of structures Hand Thumbs Up Right
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Mittens
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« Reply #338 on: June 14, 2014, 05:38:04 AM »

here's a first attempt as designing one of the ancients
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« Reply #339 on: July 03, 2014, 05:49:42 AM »

So, i figured working on monsters for a team game is a bit too much a sidetrack.
I got back to working on the menus and can now happily say that all the new UI is complete

It will be coming out (hopefully) within the next few days

And now I'll just dump some arts i've done since last post here;














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