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1076052 Posts in 44157 Topics- by 36124 Members - Latest Member: Fitzgerald

December 30, 2014, 05:30:03 AM
TIGSource ForumsFeedbackDevLogsThe Collective - A Roguelike inspired Tactical RPG
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Author Topic: The Collective - A Roguelike inspired Tactical RPG  (Read 5835 times)
Razzek
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« Reply #40 on: August 06, 2013, 09:33:54 AM »


Cool, are those team commands going to have a formation whatsoever?

I'm going to start experimenting with a link/assist system. Where units standing adjacent to each other will give a bonus. Like maybe, they will increase a stat, or maybe counter attack attacking units.

So yeah, formations will be important.

Working on squad UI right now. Also in the process of phasing out stam and just merging it with action points.

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Conker534
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« Reply #41 on: August 06, 2013, 11:03:37 AM »

This is super cool
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Razzek
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« Reply #42 on: August 08, 2013, 10:37:36 AM »

This is super cool

Thank you!


So recently I've been working on a few things.

First is the magic/active skill system. Units can now have special skills that you can activate in combat. Such as a magical attack etc.

Secondly I reworked the projectile system. Now projectiles can stray from their intended target and hit someone else entirely.

And lastly I've been working on floating damage numbers, which I think turned out nicely.



If you happen to be wondering why the AOE reticule is all weird, its because this spell in particular shoots in a straight line so it won't hit targets behind other objects.
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aberrantmind
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« Reply #43 on: August 08, 2013, 11:07:59 AM »

damn dude! it's looking awesome!
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kitheif
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« Reply #44 on: August 08, 2013, 05:51:04 PM »

I'm very much into this
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Razzek
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« Reply #45 on: August 26, 2013, 07:44:52 AM »

Well Summer break is over and its back to school.

Recently I've been settling in to my University dorm so I haven't had much chance to get any work done, so sorry to anyone who cares.

I've been working on the UI for the most part.

This is pretty much close to the final design. Yeah it looks pretty similar to the past 10 screenshots but here you go.



Besides the design itself, I've been working on tweening. When you select or hover over a unit, the panels will slide up into place. I personally think UI design is key to a good game, so I'd love to hear thoughts and suggestions. Everything on the UI has a tool-tip, so if you don't know what something is, just hover over and it will explain everything.

My next step is probably going to be working on the handling of 'objects' on the map i.e barrels, crates etc. Right now they are basically just sprites on the grid. But I'm going to set up different layers along with properties such as cover bonuses and things like that.

I really can't wait to get to the point where I can just sit down and add content to the game. Additional maps, spells, items, secrets. But it seems like I'm in 'framework' hell trying to get to that point.

But I'll carry on. My main motivation is the hope that at least one person will play my game and say 'That was a pretty good game'.
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